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4 Commits
4ed4452fae
...
v1.2.0
| Author | SHA1 | Date | |
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761b86585a | ||
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528e38b428 | ||
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a59192cf05 | ||
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fa7e18e4d5 |
@@ -1,4 +1,4 @@
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// background_dark_inverted.h
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// src/assets/background_frame.h
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#pragma once
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static const char *BACKGROUND_MASK[] = {
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@@ -1,4 +1,4 @@
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// src/render/player_mask.h
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// src/assets/character_frames.h
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#pragma once
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16
semestralka1/src/game/animation.cpp
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16
semestralka1/src/game/animation.cpp
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@@ -0,0 +1,16 @@
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// src/game/animation.cpp
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#include "animation.h"
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AnimationController::AnimationController() {
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anim_timer.start();
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}
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bool AnimationController::tick(int speed) {
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if (anim_timer.elapsed_time() >= ANIMATION_TICK) {
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// speed determines scroll steps per tick
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shift += speed;
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anim_timer.reset();
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return true;
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}
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return false;
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}
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20
semestralka1/src/game/animation.h
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20
semestralka1/src/game/animation.h
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@@ -0,0 +1,20 @@
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// src/game/animation.h
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#pragma once
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#include "mbed.h"
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constexpr auto ANIMATION_TICK = 170ms;
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class AnimationController {
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private:
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Timer anim_timer;
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int shift = 0;
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public:
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AnimationController();
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// Update animation, returns true if redraw needed
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bool tick(int speed);
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// Getters
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int get_shift() const { return shift; }
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};
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38
semestralka1/src/game/state.cpp
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38
semestralka1/src/game/state.cpp
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@@ -0,0 +1,38 @@
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// src/game/state.cpp
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#include "state.h"
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void WalkingState::update() {
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// stop crawling after duration
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if (current_state == PlayerState::Crawl1 &&
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state_timer.elapsed_time() >= CRAWL_DURATION) {
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current_state = PlayerState::Walk1;
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state_timer.stop();
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}
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}
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void WalkingState::start_crawl() {
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current_state = PlayerState::Crawl1;
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state_timer.reset();
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state_timer.start();
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}
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void WalkingState::toggle_walk_frame() {
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if (current_state == PlayerState::Walk1) {
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current_state = PlayerState::Walk2;
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} else if (current_state == PlayerState::Walk2) {
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current_state = PlayerState::Walk1;
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}
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}
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CharacterFrame WalkingState::get_character_frame() const {
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switch (current_state) {
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case PlayerState::Walk1:
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return CharacterFrame::Walk1;
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case PlayerState::Walk2:
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return CharacterFrame::Walk2;
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case PlayerState::Crawl1:
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return CharacterFrame::Crawl1;
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default:
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return CharacterFrame::Walk1;
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}
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}
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27
semestralka1/src/game/state.h
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27
semestralka1/src/game/state.h
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@@ -0,0 +1,27 @@
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// src/game/state.h
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#pragma once
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#include "mbed.h"
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#include "../assets/character_frames.h"
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constexpr auto CRAWL_DURATION = 300ms;
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enum class PlayerState { Walk1, Walk2, Crawl1 };
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class WalkingState {
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private:
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PlayerState current_state = PlayerState::Walk1;
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Timer state_timer;
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public:
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// MOVED FROM loop.cpp
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// Update state (handles crawl timeout)
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void update();
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// State transitions
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void start_crawl();
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void toggle_walk_frame();
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// Getters
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PlayerState get_state() const { return current_state; }
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CharacterFrame get_character_frame() const;
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};
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49
semestralka1/src/hardware/uart.cpp
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49
semestralka1/src/hardware/uart.cpp
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@@ -0,0 +1,49 @@
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// src/hardware/uart.cpp
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#include "uart.h"
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#include <cstring>
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UartReader::UartReader(BufferedSerial &serial) : serial_port(serial) {
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memset(rx_buffer, 0, sizeof(rx_buffer));
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memset(message, 0, sizeof(message));
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}
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UartEvent UartReader::poll() {
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bool changed = false;
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bool triggered = false;
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// cita spravu z uartu
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if (serial_port.readable()) {
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memset(rx_buffer, 0, sizeof(rx_buffer));
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ssize_t num = serial_port.read(rx_buffer, sizeof(rx_buffer) - 1);
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if (num > 0) {
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strncpy(message, rx_buffer, sizeof(message) - 1);
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message_active = true;
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changed = true;
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triggered = true;
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}
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}
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// casovac na 1s zobrazenia spravy
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if (!timer_started) {
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msg_timer.start();
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timer_started = true;
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}
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// po jednu sekundu sa sprava zobrazi
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if (message_active && msg_timer.elapsed_time() > MESSAGE_DISPLAY_DURATION) {
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message_active = false;
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memset(message, 0, sizeof(message));
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msg_timer.reset();
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changed = true;
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}
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if (triggered)
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return UartEvent::Triggered;
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if (changed)
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return UartEvent::MessageUpdate;
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return UartEvent::NoChange;
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}
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const char* UartReader::get_message() const {
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return message_active ? message : nullptr;
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}
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35
semestralka1/src/hardware/uart.h
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35
semestralka1/src/hardware/uart.h
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@@ -0,0 +1,35 @@
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// src/hardware/uart.h
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#pragma once
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#include "mbed.h"
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#include <cstddef>
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constexpr size_t UART_BUFFER_SIZE = 64;
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constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
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enum class UartEvent {
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NoChange = 0, // No new data
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MessageUpdate = 1, // Message changed (received or expired)
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Triggered = 2 // New message received (trigger action)
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};
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class UartReader {
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private:
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BufferedSerial &serial_port;
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char rx_buffer[UART_BUFFER_SIZE];
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char message[UART_BUFFER_SIZE];
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bool message_active = false;
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Timer msg_timer;
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bool timer_started = false;
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public:
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UartReader(BufferedSerial &serial);
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// Poll for UART events
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UartEvent poll();
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// Get current message (nullptr if no active message)
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const char* get_message() const;
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bool has_message() const { return message_active; }
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};
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@@ -1,7 +1,7 @@
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// main.cpp
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#include "mbed.h"
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#include "background_dark_inverted.h"
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#include "assets/background_frame.h"
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#include "render/loop.h"
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#define TARGET_TX_PIN USBTX
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@@ -1,6 +1,6 @@
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// src/render/background.cpp
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#include "../background_dark_inverted.h"
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#include "../assets/background_frame.h"
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#include <cstdio>
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#include <cstring>
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@@ -1,134 +1,28 @@
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// src/render/loop.cpp
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#include "loop.h"
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#include "../background_dark_inverted.h"
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#include "../assets/background_frame.h"
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#include "player_positioning.h"
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#include "background.h"
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#include "mbed.h"
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#include "player.h"
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#include "player_mask.h"
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#include <cstring>
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#include "../game/state.h"
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#include "../game/animation.h"
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#include "../hardware/uart.h"
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#include "../assets/character_frames.h"
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extern BufferedSerial serial_port;
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extern DigitalOut led;
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// Constants
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constexpr size_t BUFFER_SIZE = 64;
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constexpr auto CRAWL_DURATION = 300ms;
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constexpr auto ANIMATION_TICK = 170ms;
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constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
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constexpr int PLAYER_X = 9;
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constexpr int PLAYER_Y = 6;
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// PlayerState is what user pressed. We are mapping CharacterState to it
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enum class PlayerState { Walk1, Walk2, Crawl1 };
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struct WalkingState {
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PlayerState current_state = PlayerState::Walk1;
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Timer state_timer;
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};
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static char rx_buffer[BUFFER_SIZE];
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static char message[BUFFER_SIZE];
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static bool message_active = false;
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void draw_mask(const char *unused_filename, int shift, const char *text);
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// Returns:
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// 0 = no change - walk1
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// 1 = normal redraw - walk2
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// 2 = button triggered - crawl1
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static int read_uart() {
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bool changed = false;
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bool triggered = false;
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// cita spravu z uartu
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if (serial_port.readable()) {
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memset(rx_buffer, 0, sizeof(rx_buffer));
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ssize_t num = serial_port.read(rx_buffer, sizeof(rx_buffer) - 1);
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if (num > 0) {
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led = !led; // toogle ledky
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strncpy(message, rx_buffer, sizeof(message) - 1);
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message_active = true;
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changed = true;
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triggered = true;
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}
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}
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// casovac na 1s zobrazenia spravy
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static Timer msg_timer;
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static bool timer_started = false;
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if (!timer_started) {
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msg_timer.start();
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timer_started = true;
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}
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// po jednu sekundu sa sprava zobrazi
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if (message_active && msg_timer.elapsed_time() > MESSAGE_DISPLAY_DURATION) {
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message_active = false;
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memset(message, 0, sizeof(message));
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msg_timer.reset();
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changed = true;
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}
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if (triggered)
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return 2; // LED toggled press
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if (changed)
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return 1;
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return 0;
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}
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static bool update_animation(Timer &anim_timer, int &shift, int speed) {
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if (anim_timer.elapsed_time() >= ANIMATION_TICK) {
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// speed determines scroll steps per tick
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shift += speed;
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anim_timer.reset();
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return true;
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}
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return false;
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}
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static CharacterFrame get_character_frame(PlayerState state) {
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switch (state) {
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case PlayerState::Walk1:
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return CharacterFrame::Walk1;
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case PlayerState::Walk2:
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return CharacterFrame::Walk2;
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case PlayerState::Crawl1:
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return CharacterFrame::Crawl1;
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default:
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return CharacterFrame::Walk1;
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}
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}
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static void update_player_state(WalkingState &state) {
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// stop crawling
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if (state.current_state == PlayerState::Crawl1 &&
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state.state_timer.elapsed_time() >= CRAWL_DURATION) {
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state.current_state = PlayerState::Walk1;
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state.state_timer.stop();
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}
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}
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static void toggle_walk_frame(WalkingState &state) {
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if (state.current_state == PlayerState::Walk1) {
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state.current_state = PlayerState::Walk2;
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} else if (state.current_state == PlayerState::Walk2) {
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state.current_state = PlayerState::Walk1;
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}
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}
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static void start_crawl(WalkingState &state) {
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state.current_state = PlayerState::Crawl1;
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state.state_timer.reset();
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state.state_timer.start();
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}
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void render_loop(int speed) {
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WalkingState player_state;
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Timer anim_timer;
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anim_timer.start();
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int shift = 0;
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AnimationController animation;
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UartReader uart(serial_port);
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CharacterPosition pos = {PLAYER_X, PLAYER_Y};
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@@ -137,34 +31,35 @@ void render_loop(int speed) {
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while (true) {
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need_redraw = false;
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int uart_state = read_uart(); // returns 0/1/2
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UartEvent uart_event = uart.poll();
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if (uart_state == 1) {
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if (uart_event == UartEvent::MessageUpdate) {
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need_redraw = true;
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}
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if (uart_state == 2) {
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if (uart_event == UartEvent::Triggered) {
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// start crawl frame for x time
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start_crawl(player_state);
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player_state.start_crawl();
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need_redraw = true;
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}
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// Check if crawl duration expired
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update_player_state(player_state);
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player_state.update();
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if (update_animation(anim_timer, shift, speed)) {
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if (animation.tick(speed)) {
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need_redraw = true;
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}
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if (need_redraw) {
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draw_mask(bg_file, shift, message_active ? message : nullptr);
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CharacterFrame player_frame = get_character_frame(player_state.current_state);
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draw_mask(bg_file, animation.get_shift(), uart.get_message());
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CharacterFrame player_frame = player_state.get_character_frame();
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CharacterPosition draw_pos = get_aligned_frame_position(pos, player_frame);
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draw_character(draw_pos.x, draw_pos.y, player_frame);
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// alternate between frame 0 and 1 when not crawling
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if (player_state.current_state != PlayerState::Crawl1) {
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toggle_walk_frame(player_state);
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if (player_state.get_state() != PlayerState::Crawl1) {
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player_state.toggle_walk_frame();
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}
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ThisThread::sleep_for(50ms);
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@@ -1,6 +1,6 @@
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// src/render/player.cpp
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#include "player.h"
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#include "player_mask.h"
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#include "../assets/character_frames.h"
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#include <cstdio>
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void draw_character(int x, int y, CharacterFrame frame) {
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@@ -1,6 +1,6 @@
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// src/render/player.h
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#pragma once
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#include "player_mask.h"
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#include "../assets/character_frames.h"
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// Draw the player object starting at given (x, y)
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void draw_character(int x, int y, CharacterFrame frame);
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@@ -1,6 +1,6 @@
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// src/render/player_positioning.cpp
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#include "player_positioning.h"
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#include "../background_dark_inverted.h"
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#include "../assets/background_frame.h"
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#include <cstdio>
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// Convert a pivot coordinate (bottom-left) to the top-left draw position
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@@ -1,7 +1,7 @@
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// src/render/player_positioning.h
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#pragma once
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#include "../background_dark_inverted.h"
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#include "player_mask.h"
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#include "../assets/background_frame.h"
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#include "../assets/character_frames.h"
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struct CharacterPosition {
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int x;
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