8 Commits

Author SHA1 Message Date
Filipriec
8cb6892d30 now the movement of the player is working properly well and being calculated based on the speed of the player 2025-11-15 22:40:23 +01:00
Filipriec
de6facff03 sinus speed is displaying frames of the animation now 2025-11-15 22:07:15 +01:00
Filipriec
2753aed573 speed control of player and the ground 2025-11-15 20:55:29 +01:00
Filipriec
0ff2be6564 speed control of player and the ground 2025-11-15 20:44:05 +01:00
Priec
11f5eb7fd1 multiple frames now added and working 2025-11-14 23:53:45 +01:00
Priec
285840b521 characters added 2025-11-14 23:11:57 +01:00
Priec
761b86585a removed legacy LED blinking 2025-11-14 21:03:06 +01:00
Priec
528e38b428 another movement done 2025-11-14 20:39:58 +01:00
54 changed files with 678 additions and 209 deletions

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@@ -0,0 +1,6 @@
........
........
...y4@W.
..a@a`..
..@@R@=.
.aa@s@..

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@@ -0,0 +1,6 @@
........
........
........
.____...
.@@@@yg,
.a@@PR@L

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@@ -0,0 +1,6 @@
....g@w.
..._ZF~.
..@~@@y=
.".g@_`.
_ygF.Ry.
`~`...4L

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@@ -0,0 +1,6 @@
....g@w.
..._Z~~.
..aM@$y,
..~a@_`.
.yy@`$..
..`..@..

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@@ -0,0 +1,6 @@
...a@$..
..._Z~..
..a@@...
..R@@=..
.yy@@...
.``u@...

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@@ -0,0 +1,6 @@
..g@$...
..yT`...
.g@F....
.4@L....
._$$....
.`@~....

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@@ -0,0 +1,6 @@
...@@...
.._Z~...
..@@....
..$@#...
..g@L...
.yFP....

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@@ -0,0 +1,6 @@
....@@..
..._Z~..
..y@@,_.
..@$@~~.
..y@~$..
.aF~.4L.

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@@ -0,0 +1,6 @@
....a@e.
..._ZF`.
..a~@@y=
..'y@L`.
_yyP.4y.
`~`...4L

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@@ -2,3 +2,4 @@ chafa --symbols ascii-block -c none --fill none --invert --size=13x20 predloha_r
a = 78x111
b = 34x111
walk = 60x111

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@@ -0,0 +1,6 @@
..a@w.
.._T`.
.s@@y.
.^$$~T
.y@`$.
=F..?K

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@@ -0,0 +1,6 @@
..y@$.
.._Z~.
.y@@L.
.4W@Z!
._$~$.
~~`.0.

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@@ -0,0 +1,6 @@
..g@L.
.._T~.
.g@$..
.J@@..
_y$4L.
~~.4~.

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@@ -0,0 +1,6 @@
..a@w.
..~T~.
..@$..
..@$..
..y@..
."~@..

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@@ -0,0 +1,6 @@
..@@..
..Z~..
..@L..
..@L..
..$%..
.4F...

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@@ -0,0 +1,6 @@
.u@$..
..Z~..
.g@_..
.$@5+.
._BL..
uP.@..

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@@ -0,0 +1,6 @@
..a@w.
.._T`.
.s@@y.
.^$$~T
.yE`$.
=F..JK

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@@ -0,0 +1,38 @@
// src/assets/character_crawl_frames.h
#pragma once
// Crawl frame 1
static const char *CRAWL_FRAME_1[] = {
"........",
"........",
"...y4@W.",
"..a@a`..",
"..@@R@=.",
".aa@s@.."
};
// Crawl frame 2
static const char *CRAWL_FRAME_2[] = {
"........",
"........",
"........",
".____...",
".@@@@yg,",
".a@@PR@L"
};
enum class CrawlFrame {
Crawl1 = 0,
Crawl2,
COUNT
};
static const char **CHARACTER_CRAWL_FRAMES[] = {
CRAWL_FRAME_1,
CRAWL_FRAME_2
};
static const int CHARACTER_CRAWL_FRAME_COUNT = sizeof(CHARACTER_CRAWL_FRAMES) / sizeof(CHARACTER_CRAWL_FRAMES[0]);
// Height (rows per crawl frame)
static const int CHARACTER_CRAWL_FRAME_HEIGHT = sizeof(CRAWL_FRAME_1) / sizeof(CRAWL_FRAME_1[0]);

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@@ -1,54 +0,0 @@
// src/assets/character_frames.h
#pragma once
// Player frame 1
static const char *CHARACTER_MASK_FRAME_1[] = {
".....a@$..",
".....7PF..",
"..yaM@@__y",
"..@.y@FFF~",
"..._$M@_..",
"yaa@~.`@y.",
"........@r"
};
// Player frame 2
static const char *CHARACTER_MASK_FRAME_2[] = {
".g@$",
".7PF",
"y@$.",
"0@F.",
"4@$.",
"y$@.",
"u@.."
};
// Player frame 3 (triggered)
static const char *CHARACTER_MASK_FRAME_3[] = {
".._$@.",
".$By`.",
"4@$@@a",
"aa@W@."
};
enum class CharacterFrame {
Walk1 = 0,
Walk2,
Crawl1,
COUNT // number of frames, must stay last
};
// Combine frames for easy access
static const char **PLAYER_FRAMES[] = {
CHARACTER_MASK_FRAME_1, // Walk1
CHARACTER_MASK_FRAME_2, // Walk1
CHARACTER_MASK_FRAME_3 // Crawl1
};
static const int CHARACTER_FRAME_COUNT = static_cast<int>(CharacterFrame::COUNT);
// Height per frame
static const int CHARACTER_HEIGHT_1 = sizeof(CHARACTER_MASK_FRAME_1) / sizeof(CHARACTER_MASK_FRAME_1[0]);
static const int CHARACTER_HEIGHT_2 = sizeof(CHARACTER_MASK_FRAME_2) / sizeof(CHARACTER_MASK_FRAME_2[0]);
static const int CHARACTER_HEIGHT_3 = sizeof(CHARACTER_MASK_FRAME_3) / sizeof(CHARACTER_MASK_FRAME_3[0]);

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@@ -0,0 +1,98 @@
// src/assets/character_run_frames.h
#pragma once
// Run frame 1
static const char *RUN_FRAME_1[] = {
"....g@w.",
"..._ZF~.",
"..@~@@y=",
"\".g@_`.",
"_ygF.Ry.",
"`~`...4L",
};
// Run frame 2
static const char *RUN_FRAME_2[] = {
"....g@w.",
"..._Z~~.",
"..aM@$y,",
"..~a@_`.",
".yy@`$..",
"..`..@..",
};
// Run frame 3
static const char *RUN_FRAME_3[] = {
"...a@$..",
"..._Z~..",
"..a@@...",
"..R@@=..",
".yy@@...",
".``u@...",
};
// Run frame 4
static const char *RUN_FRAME_4[] = {
"..g@$...",
"..yT`...",
".g@F....",
".4@L....",
"._$$....",
".`@~....",
};
// Run frame 5
static const char *RUN_FRAME_5[] = {
"...@@...",
".._Z~...",
"..@@....",
"..$@#...",
"..g@L...",
".yFP....",
};
// Run frame 6
static const char *RUN_FRAME_6[] = {
"....@@..",
"..._Z~..",
"..y@@,_.",
"..@$@~~.",
"..y@~$..",
".aF~.4L.",
};
// Run frame 7
static const char *RUN_FRAME_7[] = {
"....a@e.",
"..._ZF`.",
"..a~@@y=",
"..'y@L`.",
"_yyP.4y.",
"`~`...4L",
};
enum class RunFrame {
Run1 = 0,
Run2,
Run3,
Run4,
Run5,
Run6,
Run7,
COUNT
};
static const char **CHARACTER_RUN_FRAMES[] = {
RUN_FRAME_1,
RUN_FRAME_2,
RUN_FRAME_3,
RUN_FRAME_4,
RUN_FRAME_5,
RUN_FRAME_6,
RUN_FRAME_7,
};
static const int CHARACTER_RUN_FRAME_COUNT = sizeof(CHARACTER_RUN_FRAMES) / sizeof(CHARACTER_RUN_FRAMES[0]);
// Height (rows per run frame)
static const int CHARACTER_RUN_FRAME_HEIGHT = sizeof(RUN_FRAME_1) / sizeof(RUN_FRAME_1[0]);

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@@ -0,0 +1,98 @@
// src/assets/character_walk_frames.h
#pragma once
// Walk frame 1
static const char *WALK_FRAME_1[] = {
"..a@w.",
".._T`.",
".s@@y.",
".^$$~T",
".y@`$.",
"=F..?K",
};
// Walk frame 2
static const char *WALK_FRAME_2[] = {
"..y@$.",
".._Z~.",
".y@@L.",
".4W@Z!",
"._$~$.",
"~~`.0.",
};
// Walk frame 3
static const char *WALK_FRAME_3[] = {
"..g@L.",
".._T~.",
".g@$..",
".J@@..",
"_y$4L.",
"~~.4~.",
};
// Walk frame 4
static const char *WALK_FRAME_4[] = {
"..a@w.",
"..~T~.",
"..@$..",
"..@$..",
"..y@..",
".\"~@..",
};
// Walk frame 5
static const char *WALK_FRAME_5[] = {
"..@@..",
"..Z~..",
"..@L..",
"..@L..",
"..$%..",
".4F...",
};
// Walk frame 6
static const char *WALK_FRAME_6[] = {
".u@$..",
"..Z~..",
".g@_..",
".$@5+.",
"._BL..",
"uP.@..",
};
// Walk frame 7
static const char *WALK_FRAME_7[] = {
"..a@w.",
".._T`.",
".s@@y.",
".^$$~T",
".yE`$.",
"=F..JK",
};
enum class WalkFrame {
Walk1 = 0,
Walk2,
Walk3,
Walk4,
Walk5,
Walk6,
Walk7,
COUNT
};
static const char **CHARACTER_WALK_FRAMES[] = {
WALK_FRAME_1,
WALK_FRAME_2,
WALK_FRAME_3,
WALK_FRAME_4,
WALK_FRAME_5,
WALK_FRAME_6,
WALK_FRAME_7,
};
static const int CHARACTER_WALK_FRAME_COUNT = sizeof(CHARACTER_WALK_FRAMES) / sizeof(CHARACTER_WALK_FRAMES[0]);
// Height (rows per walk frame)
static const int CHARACTER_WALK_FRAME_HEIGHT = sizeof(WALK_FRAME_1) / sizeof(WALK_FRAME_1[0]);

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@@ -0,0 +1,16 @@
// src/game/animation.cpp
#include "animation.h"
AnimationController::AnimationController() {
anim_timer.start();
}
bool AnimationController::tick(int speed) {
if (anim_timer.elapsed_time() >= ANIMATION_TICK) {
// speed determines scroll steps per tick
shift += speed;
anim_timer.reset();
return true;
}
return false;
}

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@@ -0,0 +1,20 @@
// src/game/animation.h
#pragma once
#include "mbed.h"
constexpr auto ANIMATION_TICK = 170ms;
class AnimationController {
private:
Timer anim_timer;
int shift = 0;
public:
AnimationController();
// Update animation, returns true if redraw needed
bool tick(int speed);
// Getters
int get_shift() const { return shift; }
};

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@@ -1,38 +1,54 @@
// src/game/state.cpp
#include "state.h"
#include <cmath>
#include "../render/player.h"
#include "../timing/speed_controller.h"
void WalkingState::update() {
// stop crawling after duration
if (current_state == PlayerState::Crawl1 &&
if (current_state == PlayerState::Crawl &&
state_timer.elapsed_time() >= CRAWL_DURATION) {
current_state = PlayerState::Walk1;
current_state = PlayerState::Walk;
state_timer.stop();
}
}
void WalkingState::start_crawl() {
current_state = PlayerState::Crawl1;
current_state = PlayerState::Crawl;
state_timer.reset();
state_timer.start();
}
void WalkingState::toggle_walk_frame() {
if (current_state == PlayerState::Walk1) {
current_state = PlayerState::Walk2;
} else if (current_state == PlayerState::Walk2) {
current_state = PlayerState::Walk1;
}
}
// TODO THIS NEEDS REDESIGN ACCORDING TO SPEED
void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
constexpr int FRAME_COUNT = 8;
float phase_speed = player_speed * 0.1f; // tune this scaling for animation tempo
CharacterFrame WalkingState::get_character_frame() const {
switch (current_state) {
case PlayerState::Walk1:
return CharacterFrame::Walk1;
case PlayerState::Walk2:
return CharacterFrame::Walk2;
case PlayerState::Crawl1:
return CharacterFrame::Crawl1;
default:
return CharacterFrame::Walk1;
}
float phase = fmodf(tick_counter * phase_speed, 1.0f);
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 {
FrameSelection f{MovementType::Walk, 0};
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;
}
return f;
}

View File

@@ -1,27 +1,30 @@
// src/game/state.h
#pragma once
#include "mbed.h"
#include "../assets/character_frames.h"
#include "../render/player.h"
constexpr auto CRAWL_DURATION = 300ms;
enum class PlayerState { Walk1, Walk2, Crawl1 };
enum class PlayerState { Walk, Run, Crawl };
struct FrameSelection {
MovementType movement;
int frame_index;
};
class WalkingState {
private:
PlayerState current_state = PlayerState::Walk1;
PlayerState current_state = PlayerState::Run;
Timer state_timer;
int walk_index = 0; // cycles 06
int run_index = 0; // cycles 06
int crawl_index = 0; // cycles 01
public:
// MOVED FROM loop.cpp
// Update state (handles crawl timeout)
void update();
// State transitions
void start_crawl();
void toggle_walk_frame();
// Getters
void toggle_walk_frame(float player_speed, int tick_counter);
FrameSelection get_frame_selection() const;
PlayerState get_state() const { return current_state; }
CharacterFrame get_character_frame() const;
};

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@@ -0,0 +1,49 @@
// src/hardware/uart.cpp
#include "uart.h"
#include <cstring>
UartReader::UartReader(BufferedSerial &serial) : serial_port(serial) {
memset(rx_buffer, 0, sizeof(rx_buffer));
memset(message, 0, sizeof(message));
}
UartEvent UartReader::poll() {
bool changed = false;
bool triggered = false;
// cita spravu z uartu
if (serial_port.readable()) {
memset(rx_buffer, 0, sizeof(rx_buffer));
ssize_t num = serial_port.read(rx_buffer, sizeof(rx_buffer) - 1);
if (num > 0) {
strncpy(message, rx_buffer, sizeof(message) - 1);
message_active = true;
changed = true;
triggered = true;
}
}
// casovac na 1s zobrazenia spravy
if (!timer_started) {
msg_timer.start();
timer_started = true;
}
// po jednu sekundu sa sprava zobrazi
if (message_active && msg_timer.elapsed_time() > MESSAGE_DISPLAY_DURATION) {
message_active = false;
memset(message, 0, sizeof(message));
msg_timer.reset();
changed = true;
}
if (triggered)
return UartEvent::Triggered;
if (changed)
return UartEvent::MessageUpdate;
return UartEvent::NoChange;
}
const char* UartReader::get_message() const {
return message_active ? message : nullptr;
}

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@@ -0,0 +1,35 @@
// src/hardware/uart.h
#pragma once
#include "mbed.h"
#include <cstddef>
constexpr size_t UART_BUFFER_SIZE = 64;
constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
enum class UartEvent {
NoChange = 0, // No new data
MessageUpdate = 1, // Message changed (received or expired)
Triggered = 2 // New message received (trigger action)
};
class UartReader {
private:
BufferedSerial &serial_port;
char rx_buffer[UART_BUFFER_SIZE];
char message[UART_BUFFER_SIZE];
bool message_active = false;
Timer msg_timer;
bool timer_started = false;
public:
UartReader(BufferedSerial &serial);
// Poll for UART events
UartEvent poll();
// Get current message (nullptr if no active message)
const char* get_message() const;
bool has_message() const { return message_active; }
};

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@@ -22,5 +22,5 @@ int main(void) {
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
// Just call into render feature
render_loop(4);
render_loop(6);
}

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@@ -1,17 +1,15 @@
// src/render/background.cpp
#include "background.h"
#include "../assets/background_frame.h"
#include <cstdio>
#include <cstring>
void draw_mask(const char *unused_filename, int shift, const char *text) {
const int view_width = 90;
const int view_height = 16;
// Terminal clear + home
printf("\033[2J\033[H");
for (int i = 0; i < view_height && i < VIEW_HEIGHT; i++) {
for (int i = 0; i < VIEW_HEIGHT && i < VIEW_HEIGHT; i++) {
const char *row = BACKGROUND_MASK[i];
int width = strlen(row);
if (width == 0) {
@@ -21,7 +19,7 @@ void draw_mask(const char *unused_filename, int shift, const char *text) {
int start = shift % width;
for (int j = 0; j < view_width; j++) {
for (int j = 0; j < VIEW_WIDTH; j++) {
printf("%c", row[(start + j) % width]);
}
printf("\r\n");

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@@ -1,6 +1,7 @@
// src/render/background.h
#pragma once
constexpr int VIEW_WIDTH = 90;
// Draws the ASCII art background with optional message
void draw_mask(const char *unused_filename, int shift, const char *text = nullptr);

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@@ -6,100 +6,52 @@
#include "mbed.h"
#include "player.h"
#include "../game/state.h"
#include "../assets/character_frames.h"
#include <cstring>
#include "../game/animation.h"
#include "../hardware/uart.h"
#include "../render/player.h"
#include "../timing/speed_controller.h"
#include "../timing/movement_controller.h"
extern BufferedSerial serial_port;
extern DigitalOut led;
// Constants
constexpr size_t BUFFER_SIZE = 64;
constexpr auto ANIMATION_TICK = 170ms;
constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
constexpr int PLAYER_X = 9;
// constexpr int PLAYER_X = 9;
constexpr int PLAYER_X = 29;
constexpr int PLAYER_Y = 6;
static char rx_buffer[BUFFER_SIZE];
static char message[BUFFER_SIZE];
static bool message_active = false;
void draw_mask(const char *unused_filename, int shift, const char *text);
// Returns:
// 0 = no change - walk1
// 1 = normal redraw - walk2
// 2 = button triggered - crawl1
static int read_uart() {
bool changed = false;
bool triggered = false;
// cita spravu z uartu
if (serial_port.readable()) {
memset(rx_buffer, 0, sizeof(rx_buffer));
ssize_t num = serial_port.read(rx_buffer, sizeof(rx_buffer) - 1);
if (num > 0) {
led = !led; // toogle ledky
strncpy(message, rx_buffer, sizeof(message) - 1);
message_active = true;
changed = true;
triggered = true;
}
}
// casovac na 1s zobrazenia spravy
static Timer msg_timer;
static bool timer_started = false;
if (!timer_started) {
msg_timer.start();
timer_started = true;
}
// po jednu sekundu sa sprava zobrazi
if (message_active && msg_timer.elapsed_time() > MESSAGE_DISPLAY_DURATION) {
message_active = false;
memset(message, 0, sizeof(message));
msg_timer.reset();
changed = true;
}
if (triggered)
return 2; // LED toggled press
if (changed)
return 1;
return 0;
}
static bool update_animation(Timer &anim_timer, int &shift, int speed) {
if (anim_timer.elapsed_time() >= ANIMATION_TICK) {
// speed determines scroll steps per tick
shift += speed;
anim_timer.reset();
return true;
}
return false;
}
void render_loop(int speed) {
WalkingState player_state;
Timer anim_timer;
anim_timer.start();
int shift = 0;
AnimationController animation;
UartReader uart(serial_port);
MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing;
timing.set_ground_speed(speed);
CharacterPosition pos = {PLAYER_X, PLAYER_Y};
const char *bg_file = "background_dark_inverted.txt";
bool need_redraw = false;
while (true) {
need_redraw = false;
int uart_state = read_uart(); // returns 0/1/2
int tick_counter = 0;
int player_speed = 5;
if (uart_state == 1) {
while (true) {
tick_counter++;
mover.update_position(player_speed, timing.get_ground_speed());
pos.x = mover.get_position();
need_redraw = false;
UartEvent uart_event = uart.poll();
if (uart_event == UartEvent::MessageUpdate) {
need_redraw = true;
}
if (uart_state == 2) {
if (uart_event == UartEvent::Triggered) {
// start crawl frame for x time
player_state.start_crawl();
need_redraw = true;
@@ -108,20 +60,20 @@ void render_loop(int speed) {
// Check if crawl duration expired
player_state.update();
if (update_animation(anim_timer, shift, speed)) {
if (animation.tick(speed)) {
need_redraw = true;
}
if (need_redraw) {
draw_mask(bg_file, shift, message_active ? message : nullptr);
CharacterFrame player_frame = player_state.get_character_frame();
draw_mask(bg_file, animation.get_shift(), uart.get_message());
FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, player_frame);
draw_character(draw_pos.x, draw_pos.y, player_frame);
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);
// alternate between frame 0 and 1 when not crawling
if (player_state.get_state() != PlayerState::Crawl1) {
player_state.toggle_walk_frame();
if (player_state.get_state() != PlayerState::Crawl) {
player_state.toggle_walk_frame(player_speed, tick_counter);
}
ThisThread::sleep_for(50ms);

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@@ -1,28 +1,38 @@
// src/render/player.cpp
#include "player.h"
#include "../assets/character_frames.h"
#include "../assets/character_walk_frames.h"
#include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h"
#include <cstdio>
void draw_character(int x, int y, CharacterFrame frame) {
int frame_index = static_cast<int>(frame);
if (frame_index < 0 || frame_index >= CHARACTER_FRAME_COUNT)
frame_index = 0; // fallback safety
const char **character = PLAYER_FRAMES[frame_index];
void draw_character(int x, int y, MovementType movement, int frame_index) {
const char **character = nullptr;
int character_height = 0;
switch (frame) {
case CharacterFrame::Walk1:
character_height = CHARACTER_HEIGHT_1;
int total_frames = 0;
switch (movement) {
case MovementType::Walk:
total_frames = CHARACTER_WALK_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_WALK_FRAMES[frame_index];
character_height = CHARACTER_WALK_FRAME_HEIGHT;
break;
case CharacterFrame::Walk2:
character_height = CHARACTER_HEIGHT_2;
case MovementType::Run:
total_frames = CHARACTER_RUN_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_RUN_FRAMES[frame_index];
character_height = CHARACTER_RUN_FRAME_HEIGHT;
break;
case CharacterFrame::Crawl1:
character_height = CHARACTER_HEIGHT_3;
break;
default:
character_height = CHARACTER_HEIGHT_1;
case MovementType::Crawl:
total_frames = CHARACTER_CRAWL_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_CRAWL_FRAMES[frame_index];
character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
break;
}

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@@ -1,6 +1,11 @@
// src/render/player.h
#pragma once
#include "../assets/character_frames.h"
enum class MovementType {
Walk,
Run,
Crawl
};
// Draw the player object starting at given (x, y)
void draw_character(int x, int y, CharacterFrame frame);
void draw_character(int x, int y, MovementType movement, int frame_index);

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@@ -1,25 +1,30 @@
// src/render/player_positioning.cpp
#include "player_positioning.h"
#include "../assets/background_frame.h"
#include "../assets/character_walk_frames.h"
#include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h"
#include <cstdio>
// Convert a pivot coordinate (bottom-left) to the top-left draw position
CharacterPosition get_aligned_frame_position(CharacterPosition base, CharacterFrame frame) {
int frame_index = static_cast<int>(frame);
if (frame_index < 0 || frame_index >= CHARACTER_FRAME_COUNT)
frame_index = 0;
CharacterPosition get_aligned_frame_position(CharacterPosition base,
MovementType movement,
int /*frame_index*/) {
int character_height = 0;
if (frame_index == 0)
character_height = CHARACTER_HEIGHT_1;
else if (frame_index == 1)
character_height = CHARACTER_HEIGHT_2;
else
character_height = CHARACTER_HEIGHT_3;
CharacterPosition draw_pos;
switch (movement) {
case MovementType::Walk:
character_height = CHARACTER_WALK_FRAME_HEIGHT;
break;
case MovementType::Run:
character_height = CHARACTER_RUN_FRAME_HEIGHT;
break;
case MovementType::Crawl:
character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
break;
}
CharacterPosition draw_pos{};
draw_pos.x = base.x;
draw_pos.y = (VIEW_HEIGHT - base.y) - character_height;
return draw_pos;
}

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@@ -1,7 +1,7 @@
// src/render/player_positioning.h
#pragma once
#include "../assets/background_frame.h"
#include "../assets/character_frames.h"
#include "player.h"
struct CharacterPosition {
int x;
@@ -9,4 +9,4 @@ struct CharacterPosition {
};
// Calculates drawing position relative to bottom-left pivot
CharacterPosition get_aligned_frame_position(CharacterPosition base, CharacterFrame frame);
CharacterPosition get_aligned_frame_position(CharacterPosition base, MovementType movement,int frame_index);

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@@ -0,0 +1,29 @@
// src/timing/movement_controller.h
#pragma once
#include "mbed.h"
// Handles position of the player relative to ground movement
class MovementController {
private:
float x_pos;
const int view_width;
// Scale factor for translating speed difference to pixel movement
const float motion_scale = 0.2f;
public:
MovementController(int start_x, int width) : x_pos(static_cast<float>(start_x)), view_width(width) {}
void reset(int start_x) { x_pos = static_cast<float>(start_x); }
void update_position(int player_speed, int ground_speed) {
int delta = player_speed - ground_speed;
x_pos += static_cast<float>(delta) * motion_scale;
if (x_pos < 0) x_pos = 0;
if (x_pos > (VIEW_WIDTH - 10)) x_pos = static_cast<float>(VIEW_WIDTH - 10);
}
int get_position() const { return static_cast<int>(x_pos); }
};

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@@ -0,0 +1,34 @@
// src/timing/speed_controller.cpp
#include "speed_controller.h"
void SpeedController::set_ground_speed(int spd) {
if (spd < 0) spd = 0;
if (spd > 30) spd = 30;
ground_speed = spd;
}
int SpeedController::frame_advance_for(int object_speed, int tick_counter) const {
if (object_speed <= 0) {
return 0;
}
if (ground_speed == 0) {
return 1 + object_speed;
}
const int delta = object_speed - ground_speed;
if (delta > 0) {
return 1 + delta;
}
if (delta == 0) {
return 1;
}
float ratio_f = static_cast<float>(ground_speed) / object_speed;
int ratio = static_cast<int>(ratio_f + 0.3f);
if (ratio < 1) ratio = 1;
return (tick_counter % ratio == 0) ? 1 : 0;
}

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@@ -0,0 +1,19 @@
// src/timing/speed_controller.h
#pragma once
#include "mbed.h"
class SpeedController {
private:
int ground_speed = 1;
public:
SpeedController() = default;
void set_ground_speed(int spd);
int get_ground_speed() const { return ground_speed; }
// Calculates how many frames to advance for current tick.
// Takes objects current speed and a global tick counter
// to automatically handle slower "wait" behavior.
int frame_advance_for(int object_speed, int tick_counter) const;
};