8 Commits

Author SHA1 Message Date
Priec
6b10d13695 polished like a polish plates 2025-12-14 23:04:32 +01:00
Priec
74dca27c06 button scuffed 2025-12-14 22:57:04 +01:00
Priec
786ead2ffa working restart button 2025-12-14 17:29:33 +01:00
Priec
e5091a33e7 restart button on the game over is now wokring properly well 2025-12-14 17:15:50 +01:00
Priec
3cef68142d game over 2025-12-14 16:38:50 +01:00
Filipriec
17c53ace99 speed bug fixed now properly well 2025-12-11 17:10:55 +01:00
Filipriec
50f523b52d unified speed properly 2025-12-11 16:25:12 +01:00
Priec
42d07e9715 multithreading done 2025-12-11 12:15:20 +01:00
13 changed files with 258 additions and 95 deletions

View File

@@ -14,7 +14,5 @@ public:
// Update animation, returns true if redraw needed // Update animation, returns true if redraw needed
bool tick(int speed); bool tick(int speed);
// Getters
int get_shift() const { return shift; } int get_shift() const { return shift; }
}; };

View File

@@ -5,7 +5,6 @@
#include "../assets/character_run_frames.h" #include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h" #include "../assets/character_crawl_frames.h"
// Obstacle representation
struct Obstacle { struct Obstacle {
int x; int x;
int y; int y;

View File

@@ -0,0 +1,48 @@
// src/game/game_over.cpp
#include "game_over.h"
#include "mbed.h"
#include "../render/background.h"
#include "../assets/background_frame.h"
#include "../hardware/button.h"
#include <cstdio>
void show_game_over_screen(int seconds, ButtonHandler& button) {
printf("\033[2J\033[H");
// 34 znakov vo vypise
const int box_width = 34;
const int start_col = (VIEW_WIDTH - box_width) / 2;
const int box_height = 6;
const int top_padding = (VIEW_HEIGHT - box_height) / 2;
// Empty rows
for (int i = 0; i < top_padding; i++) {
printf("\r\n");
}
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf(" G A M E O V E R \r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf(" Doba hry %d sekund. \r\n", seconds);
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf("Stlacte 2x po sebe tlacidlo pre restart\r\n");
fflush(stdout);
while (button.poll() != ButtonEvent::Pressed)
ThisThread::sleep_for(25ms);
printf("\033[2J\033[H");
fflush(stdout);
}

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@@ -0,0 +1,8 @@
// src/game/game_over.h
#pragma once
#include "mbed.h"
#include "../hardware/button.h"
// Displays GAME OVER message with elapsed time.
// Takes a Timer that was measuring game duration.
void show_game_over_screen(int seconds, ButtonHandler& button);

View File

@@ -0,0 +1,6 @@
// src/game/game_state.cpp
#include "game_state.h"
GameState g_state;
Mutex g_state_mutex;

View File

@@ -0,0 +1,36 @@
// src/game/game_state.h
#pragma once
#include "mbed.h"
#include "../render/player.h"
#include "../render/player_positioning.h"
#include "../assets/obstacle_crawl_frames.h"
// POZOR JE Z OBSTACLE MANAGERA
constexpr int MAX_RENDER_OBSTACLES = 6;
struct ObstacleRenderData {
int x;
int y;
CrawlObstacleType type;
bool active;
};
// All data needed to render one frame
struct GameState {
CharacterPosition player_pos;
MovementType movement;
int frame_index;
int background_shift;
int current_speed;
ObstacleRenderData obstacles[MAX_RENDER_OBSTACLES];
int elapsed_seconds;
bool game_over;
bool need_redraw;
};
// Global shared
extern GameState g_state;
extern Mutex g_state_mutex;

View File

@@ -4,18 +4,16 @@
#include "../assets/obstacle_crawl_frames.h" #include "../assets/obstacle_crawl_frames.h"
#include "../assets/background_frame.h" #include "../assets/background_frame.h"
// Movable obstacle
struct MovingObstacle { struct MovingObstacle {
Obstacle data; Obstacle data;
CrawlObstacleType type; CrawlObstacleType type;
bool active; bool active;
}; };
// Fixed obstacle pool
constexpr int MAX_OBSTACLES = 6; constexpr int MAX_OBSTACLES = 6;
static MovingObstacle obstacle_pool[MAX_OBSTACLES]; static MovingObstacle obstacle_pool[MAX_OBSTACLES];
// Create / reset obstacle in one slot // Create/reset obstacle
inline int spawn_obstacle(CrawlObstacleType type, int x_start) { inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
for (int i = 0; i < MAX_OBSTACLES; i++) { for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) { if (!obstacle_pool[i].active) {
@@ -45,7 +43,7 @@ inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
return -1; return -1;
} }
// Update X positions; mark inactive if offscreen // Update X positions, mark inactive if offscreen
inline void update_obstacles(int shift_speed) { inline void update_obstacles(int shift_speed) {
for (int i = 0; i < MAX_OBSTACLES; i++) { for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) continue; if (!obstacle_pool[i].active) continue;

View File

@@ -14,7 +14,6 @@ class ObstacleSystem {
public: public:
ObstacleSystem() : tick_counter_(0), spawn_index_(0) {} ObstacleSystem() : tick_counter_(0), spawn_index_(0) {}
// Called once per frame
bool update_and_draw(const CharacterPosition &player_pos, bool update_and_draw(const CharacterPosition &player_pos,
MovementType player_movement) { MovementType player_movement) {
// Update timers, move existing obstacles // Update timers, move existing obstacles
@@ -30,7 +29,7 @@ public:
spawn_obstacle(type, VIEW_WIDTH - w - 1); spawn_obstacle(type, VIEW_WIDTH - w - 1);
} }
// Draw & collision check // Draw n collision check
for (int i = 0; i < MAX_OBSTACLES; i++) { for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) if (!obstacle_pool[i].active)
continue; continue;
@@ -47,7 +46,6 @@ public:
draw_clipped_obstacle(obstacle_pool[i], frame, height); draw_clipped_obstacle(obstacle_pool[i], frame, height);
// Collision check
if (check_collision(player_pos, player_movement, if (check_collision(player_pos, player_movement,
obstacle_pool[i].data)) { obstacle_pool[i].data)) {
printf("\033[2J\033[H"); printf("\033[2J\033[H");

View File

@@ -120,17 +120,6 @@ void MovementState::set_state(PlayerState s) {
current_state = s; current_state = s;
} }
void MovementState::set_motion_state_for_speed(int player_speed, int ground_speed) {
int relative = player_speed - ground_speed;
PlayerState new_state = (relative > 1) ? PlayerState::Run : PlayerState::Walk;
if (new_state != current_state) {
run_index = 0;
walk_index = 0;
}
current_state = new_state;
}
// TODO THIS NEEDS REDESIGN FOR WALK/RUN
void MovementState::toggle_walk_frame(float player_speed, int tick_counter) { void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
switch (current_state) { switch (current_state) {
case PlayerState::Run: case PlayerState::Run:

View File

@@ -27,7 +27,6 @@ public:
void update(); void update();
void start_crawl(PlayerState crawl_type); void start_crawl(PlayerState crawl_type);
void set_motion_state_for_speed(int player_speed, int ground_speed);
void toggle_walk_frame(float player_speed, int tick_counter); void toggle_walk_frame(float player_speed, int tick_counter);
FrameSelection get_frame_selection() const; FrameSelection get_frame_selection() const;

View File

@@ -21,5 +21,7 @@ int main(void) {
serial_port.set_format(8, BufferedSerial::None, 1); serial_port.set_format(8, BufferedSerial::None, 1);
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE); printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
render_loop(6); while (true) {
render_loop(4);
}
} }

View File

@@ -6,6 +6,8 @@
#include "mbed.h" #include "mbed.h"
#include "player.h" #include "player.h"
#include "background.h" #include "background.h"
#include "../game/game_over.h"
#include "../game/game_state.h"
#include "../game/state.h" #include "../game/state.h"
#include "../game/animation.h" #include "../game/animation.h"
#include "../game/collision.h" #include "../game/collision.h"
@@ -17,117 +19,202 @@
#include "../game/obstacle_system.h" #include "../game/obstacle_system.h"
extern DigitalOut led; extern DigitalOut led;
ButtonHandler button(BUTTON1, LED1);
// Constants // Constants
// constexpr int PLAYER_X = 9; // constexpr int PLAYER_X = 9;
constexpr int PLAYER_X = 29; constexpr int PLAYER_X = 29;
constexpr int PLAYER_Y = 6; constexpr int PLAYER_Y = 6;
constexpr int STACK_SIZE = 4096;
void render_loop(int speed) { void logic_loop(void *arg) {
int speed = *(int *)arg;
MovementState player_state; MovementState player_state;
AnimationController animation; AnimationController animation;
ButtonHandler button;
MovementController mover(PLAYER_X, VIEW_WIDTH); MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing; SpeedController timing;
timing.set_ground_speed(speed); timing.set_ground_speed(speed);
CharacterPosition pos = {PLAYER_X, PLAYER_Y}; CharacterPosition pos = {PLAYER_X, PLAYER_Y};
const char *bg_file = "background_dark_inverted.txt"; Timer spawn_timer;
bool need_redraw = false; spawn_timer.start();
Timer speed_timer;
speed_timer.start();
int anim_tick_counter = 0; int anim_tick_counter = 0;
int tick_counter = 0; int tick_counter = 0;
int player_speed = 6;
bool game_over = false; bool game_over = false;
Timer game_timer;
game_timer.start();
player_state.set_state(PlayerState::Walk); // Spawn first obstacle
if (speed >= 5)
CrawlObstacleType type = CrawlObstacleType::Crawl1; spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH + 10);
int start_x = VIEW_WIDTH + 10;
spawn_obstacle(type, start_x);
Timer spawn_timer;
spawn_timer.start();
while (!game_over) { while (!game_over) {
tick_counter++; tick_counter++;
mover.update_position(player_speed, timing.get_ground_speed()); if (speed_timer.elapsed_time() >= 6s) {
speed++;
timing.set_ground_speed(speed);
speed_timer.reset();
// update players animation mode
if (speed < 4)
player_state.set_state(PlayerState::Walk);
else
player_state.set_state(PlayerState::Run);
}
mover.update_position(speed, timing.get_ground_speed());
pos.x = mover.get_position(); pos.x = mover.get_position();
if (spawn_timer.elapsed_time() > 2s) { // Spawn periodically
if (speed >= 5 && spawn_timer.elapsed_time() > 6s) {
spawn_timer.reset(); spawn_timer.reset();
CrawlObstacleType s_type = CrawlObstacleType::Crawl1; spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH);
int spawn_x = VIEW_WIDTH;
int idx = spawn_obstacle(s_type, spawn_x);
if (idx >= 0) {
obstacle_pool[idx].active = true;
}
} }
need_redraw = false; // Handle input
ButtonEvent button_event = button.poll(); if (button.poll() == ButtonEvent::Pressed) {
if (button_event == ButtonEvent::Pressed) {
PlayerState current = player_state.get_state(); PlayerState current = player_state.get_state();
if (current == PlayerState::Walk || current == PlayerState::Run)
if (current == PlayerState::Walk || current == PlayerState::Run) {
player_state.start_crawl(PlayerState::Crawl1); player_state.start_crawl(PlayerState::Crawl1);
} else if (current == PlayerState::Crawl1) { else if (current == PlayerState::Crawl1)
player_state.start_crawl(PlayerState::Crawl2); player_state.start_crawl(PlayerState::Crawl2);
}
need_redraw = true;
} }
// Check if crawl duration expired
player_state.update(); player_state.update();
if (animation.tick(speed)) { bool anim_tick = animation.tick(speed);
if (anim_tick) {
anim_tick_counter++; anim_tick_counter++;
player_state.toggle_walk_frame(speed, anim_tick_counter);
FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
int ground_speed = timing.get_ground_speed(); int ground_speed = timing.get_ground_speed();
bool collision = false;
for (int i = 0; i < MAX_OBSTACLES; i++) { for (int i = 0; i < MAX_OBSTACLES; i++) {
if (obstacle_pool[i].active) { if (!obstacle_pool[i].active)
obstacle_pool[i].data.x -= ground_speed; continue;
// deactivate when offscreen
if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0) // Keep original position
obstacle_pool[i].active = false; int old_x = obstacle_pool[i].data.x;
int new_x = old_x - ground_speed;
// Remove if fully offscreen after movement
if (new_x + obstacle_pool[i].data.width < 0) {
obstacle_pool[i].active = false;
continue;
} }
// Swept for collision detections at speeds > 1
int left_swept = (new_x < old_x) ? new_x : old_x;
int right_swept = ((new_x + obstacle_pool[i].data.width) >
(old_x + obstacle_pool[i].data.width))
? (new_x + obstacle_pool[i].data.width)
: (old_x + obstacle_pool[i].data.width);
// Temporarily create a synthetic obstacle covering the swept range
Obstacle swept_obs{};
swept_obs.x = left_swept;
swept_obs.y = obstacle_pool[i].data.y;
swept_obs.width = right_swept - left_swept;
swept_obs.height = obstacle_pool[i].data.height;
if (check_collision(pos, frame.movement, swept_obs)) {
collision = true;
break;
}
obstacle_pool[i].data.x = new_x;
} }
need_redraw = true;
}
if (need_redraw) { g_state_mutex.lock();
player_state.toggle_walk_frame(player_speed, anim_tick_counter);
draw_mask(bg_file, animation.get_shift());
FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index); g_state.player_pos = draw_pos;
draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index); g_state.current_speed = speed;
g_state.movement = frame.movement;
g_state.frame_index = frame.frame_index;
g_state.background_shift = animation.get_shift();
g_state.need_redraw = true;
g_state.game_over = collision;
// for (int i = 0; i < MAX_OBSTACLES; i++) { for (int i = 0; i < MAX_OBSTACLES; i++) {
// if (!obstacle_pool[i].active) g_state.obstacles[i].x = obstacle_pool[i].data.x;
// continue; g_state.obstacles[i].y = obstacle_pool[i].data.y;
g_state.obstacles[i].type = obstacle_pool[i].type;
g_state.obstacles[i].active = obstacle_pool[i].active;
}
// draw_obstacle(obstacle_pool[i].data.x, obstacle_pool[i].data.y, g_state_mutex.unlock();
// obstacle_pool[i].type);
// if (check_collision(pos, frame.movement, obstacle_pool[i].data)) { if (collision)
// printf("\033[2J\033[H"); game_over = true;
// printf("GAME OVER\r\n");
// game_over = true;
// break;
// }
// }
if (game_over)
break;
ThisThread::sleep_for(50ms);
} }
ThisThread::sleep_for(25ms); ThisThread::sleep_for(25ms);
} }
game_timer.stop();
int seconds = static_cast<int>(game_timer.elapsed_time().count() / 1000000);
g_state_mutex.lock();
g_state.elapsed_seconds = seconds;
g_state.game_over = true;
g_state_mutex.unlock();
}
void render_loop_thread() {
while (true) {
g_state_mutex.lock();
bool need = g_state.need_redraw;
bool over = g_state.game_over;
GameState local = g_state;
g_state.need_redraw = false;
g_state_mutex.unlock();
if (over) {
show_game_over_screen(local.elapsed_seconds, button);
break;
}
if (need) {
draw_mask("background", local.background_shift);
draw_character(local.player_pos.x, local.player_pos.y, local.movement,
local.frame_index);
if (local.current_speed >= 5) {
for (int i = 0; i < MAX_RENDER_OBSTACLES; i++) {
if (local.obstacles[i].active)
draw_obstacle(local.obstacles[i].x, local.obstacles[i].y,
local.obstacles[i].type);
}
}
}
ThisThread::sleep_for(50ms);
}
}
void render_loop(int speed) {
g_state_mutex.lock();
g_state.need_redraw = false;
g_state.game_over = false;
g_state_mutex.unlock();
int *speed_ptr = new int(speed);
Thread logic_thread(osPriorityNormal, STACK_SIZE);
Thread render_thread(osPriorityNormal, STACK_SIZE);
logic_thread.start(callback(logic_loop, (void *)speed_ptr));
render_thread.start(render_loop_thread);
logic_thread.join();
render_thread.join();
delete speed_ptr;
} }

View File

@@ -5,16 +5,13 @@
#include <cstdio> #include <cstdio>
// Draws an obstacle using bottombased world coordinates. // Draws an obstacle using bottombased world coordinates.
// x = left edge of the collision box in world space
// y = bottom edge of the collision box in world space (0 = ground)
void draw_obstacle(int x, int y, CrawlObstacleType type) { void draw_obstacle(int x, int y, CrawlObstacleType type) {
const char **obstacle_frame = nullptr; const char **obstacle_frame = nullptr;
int frame_total_height = 0; int frame_total_height = 0;
// Collisionmodel parameters for this obstacle int collision_top_offset = 0;
int collision_top_offset = 0; // rows from visual top to top of collision box int collision_height = 0;
int collision_height = 0; // rows tall int collision_left_offset = 0;
int collision_left_offset = 0; // columns from visual left to collision left
switch (type) { switch (type) {
case CrawlObstacleType::Crawl1: case CrawlObstacleType::Crawl1:
@@ -37,13 +34,11 @@ void draw_obstacle(int x, int y, CrawlObstacleType type) {
return; // no rendering for invalid type return; // no rendering for invalid type
} }
// Convert bottombased (world) coordinates to screen coordinates. // Convert bottombased coordinates to screen coordinates.
// Y of the collision bottom is given; translate to where to start drawing the visual frame.
const int frame_row_index_bottom = collision_top_offset + collision_height - 1; const int frame_row_index_bottom = collision_top_offset + collision_height - 1;
const int frame_top_world_y = y + frame_row_index_bottom; const int frame_top_world_y = y + frame_row_index_bottom;
const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y; const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y;
// X of the collision box is given; shift left to the visual frame's starting column.
const int frame_screen_x = x - collision_left_offset; const int frame_screen_x = x - collision_left_offset;
for (int i = 0; i < frame_total_height; i++) { for (int i = 0; i < frame_total_height; i++) {