2 Commits

Author SHA1 Message Date
Filipriec
cf07c9c47a now properly walking and running, fully fixed 2025-11-16 16:53:55 +01:00
Filipriec
ace0e2d706 changes to either walk, run or crawl calculations 2025-11-16 10:03:06 +01:00
3 changed files with 148 additions and 31 deletions

View File

@@ -1,8 +1,94 @@
// src/game/state.cpp // src/game/state.cpp
#include "state.h" #include "state.h"
#include <cmath>
#include "../render/player.h" #include "../render/player.h"
#include "../timing/speed_controller.h" #include "../timing/speed_controller.h"
#include "../assets/character_run_frames.h"
#include "../assets/character_walk_frames.h"
#include "../assets/character_crawl_frames.h"
#include <cmath>
namespace {
// Frame selector with two regimes:
// 1) Normal (speed <= 6): pingpong with holds at both ends
// 2) Highspeed (speed >= 7): 0, random(1..last-1), last, random(1..last-1)...
static inline int compute_frame_index(int frame_count,
float player_speed,
int tick_counter) {
if (frame_count <= 1) return 0;
if (player_speed <= 0.0f) return 0;
const int last = frame_count - 1;
// High-speed pattern: 0, rand(1..last-1), last, rand(1..last-1), ...
if (player_speed >= 7.0f) {
// Special-case 2-frame animations
if (frame_count <= 2) {
return (tick_counter & 1) ? 1 : 0;
}
// Even ticks → extremes (0 or last), alternating each time.
// Odd ticks → pseudo-random mid in [1..last-1].
if ((tick_counter & 1) == 0) {
// Alternate 0 and last on even ticks
bool choose_zero = ((tick_counter >> 1) & 1) == 0;
return choose_zero ? 0 : last;
} else {
// Simple deterministic PRNG from tick_counter and speed
unsigned int seed =
static_cast<unsigned int>(tick_counter) * 1664525u + 1013904223u;
seed ^= static_cast<unsigned int>(frame_count) * 2654435761u;
seed ^= static_cast<unsigned int>(player_speed * 997.0f);
int range = last - 1; // size of 1..last-1
if (range <= 0) return 0; // safety
int mid = 1 + static_cast<int>(seed % static_cast<unsigned int>(range));
return mid;
}
}
// Normal-speed regime: discrete pingpong with holds at both ends.
// - speed 1 => 0,1,2,...,last, last, ..., 2,1, 0,0 ...
// - speed 2 => advances 2 steps per tick (skipping every second timeline entry)
// - holds at ends make 0 and last appear more frequently
const int hold = 2; // how many extra steps to hold at each end
// One full pingpong cycle length:
// [hold at 0] + [ascend 1..last] + [hold at last] + [descend last-1..0]
const int ascend_len = last; // produces 1..last (length = last)
const int descend_len = last; // produces last-1..0 (length = last)
const int cycle_len = hold + ascend_len + hold + descend_len;
// Advance by an integer number of steps per tick based on speed
int step = static_cast<int>(floorf(player_speed + 0.5f));
if (step < 1) step = 1;
// Use 64-bit for safety, then fold into cycle length
const long long pos64 =
(static_cast<long long>(tick_counter) *
static_cast<long long>(step)) %
static_cast<long long>(cycle_len);
int pos = static_cast<int>(pos64);
// Map timeline position to frame index
if (pos < hold) {
return 0; // hold at 0
}
pos -= hold;
if (pos < ascend_len) {
// ascend: 1..last
return (pos + 1);
}
pos -= ascend_len;
if (pos < hold) {
return last; // hold at last
}
pos -= hold;
// descend: last-1 .. 0
return last - 1 - pos;
}
} // namespace
void WalkingState::update() { void WalkingState::update() {
// stop crawling after duration // stop crawling after duration
@@ -19,36 +105,63 @@ void WalkingState::start_crawl() {
state_timer.start(); state_timer.start();
} }
// TODO THIS NEEDS REDESIGN ACCORDING TO SPEED void WalkingState::set_state(PlayerState s) {
void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) { if (current_state != s) {
constexpr int FRAME_COUNT = 8; walk_index = run_index = crawl_index = 0;
float phase_speed = player_speed * 0.1f; // tune this scaling for animation tempo phase = 0.0f;
}
float phase = fmodf(tick_counter * phase_speed, 1.0f); current_state = s;
int frame = static_cast<int>((1.0f - fabsf(sinf(phase * M_PI))) * (FRAME_COUNT - 1));
run_index = frame;
} }
// void RunningState::toggle_run_frame() {
// if (++run_index >= 7) run_index = 0;
// }
FrameSelection WalkingState::get_frame_selection() const { void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) {
FrameSelection f{MovementType::Walk, 0}; 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 WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
switch (current_state) { switch (current_state) {
case PlayerState::Walk:
f.movement = MovementType::Walk;
f.frame_index = walk_index;
break;
case PlayerState::Run: case PlayerState::Run:
f.movement = MovementType::Run; run_index =
f.frame_index = run_index; compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
break; break;
case PlayerState::Walk:
walk_index =
compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
break;
case PlayerState::Crawl: case PlayerState::Crawl:
f.movement = MovementType::Crawl; crawl_index =
f.frame_index = crawl_index; compute_frame_index(CHARACTER_CRAWL_FRAME_COUNT, player_speed, tick_counter);
break; break;
} }
return f; }
FrameSelection WalkingState::get_frame_selection() const {
FrameSelection f{};
switch (current_state) {
case PlayerState::Walk:
f.movement = MovementType::Walk;
f.frame_index = walk_index;
break;
case PlayerState::Run:
f.movement = MovementType::Run;
f.frame_index = run_index;
break;
case PlayerState::Crawl:
f.movement = MovementType::Crawl;
f.frame_index = crawl_index;
break;
default:
f.movement = MovementType::Walk;
f.frame_index = walk_index;
break;
}
return f;
} }

View File

@@ -14,17 +14,22 @@ struct FrameSelection {
class WalkingState { class WalkingState {
private: private:
PlayerState current_state = PlayerState::Run; PlayerState current_state = PlayerState::Walk;
Timer state_timer; Timer state_timer;
int walk_index = 0; // cycles 06 int walk_index = 0; // cycles 06
int run_index = 0; // cycles 06 int run_index = 0; // cycles 06
int crawl_index = 0; // cycles 01 int crawl_index = 0; // cycles 01
float phase = 0.0f;
public: public:
void update(); void update();
void start_crawl(); void start_crawl();
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;
PlayerState get_state() const { return current_state; } PlayerState get_state() const { return current_state; }
void set_state(PlayerState s);
}; };

View File

@@ -35,9 +35,11 @@ void render_loop(int speed) {
const char *bg_file = "background_dark_inverted.txt"; const char *bg_file = "background_dark_inverted.txt";
bool need_redraw = false; bool need_redraw = false;
int anim_tick_counter = 0;
int tick_counter = 0; int tick_counter = 0;
int player_speed = 5; int player_speed = 6;
player_state.set_state(PlayerState::Run);
while (true) { while (true) {
tick_counter++; tick_counter++;
@@ -61,21 +63,18 @@ void render_loop(int speed) {
player_state.update(); player_state.update();
if (animation.tick(speed)) { if (animation.tick(speed)) {
anim_tick_counter++;
need_redraw = true; need_redraw = true;
} }
if (need_redraw) { if (need_redraw) {
player_state.toggle_walk_frame(player_speed, anim_tick_counter);
draw_mask(bg_file, animation.get_shift(), uart.get_message()); draw_mask(bg_file, animation.get_shift(), uart.get_message());
FrameSelection frame = player_state.get_frame_selection(); FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index); CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index); draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
if (player_state.get_state() != PlayerState::Crawl) {
player_state.toggle_walk_frame(player_speed, tick_counter);
}
ThisThread::sleep_for(50ms); ThisThread::sleep_for(50ms);
} }