3 Commits

Author SHA1 Message Date
Priec
8382d1caec button press and blinking led on a button press 2025-12-11 11:30:56 +01:00
Priec
165540588f physical button press 2025-12-11 09:29:13 +01:00
Priec
0083fff73a fixed crawling 2025-12-11 08:31:39 +01:00
9 changed files with 70 additions and 110 deletions

View File

@@ -13,7 +13,6 @@ struct Obstacle {
int height; int height;
}; };
// Axis-aligned bounding-box collision
inline bool check_collision(const CharacterPosition& player, inline bool check_collision(const CharacterPosition& player,
MovementType movement, MovementType movement,
const Obstacle& obs) { const Obstacle& obs) {

View File

@@ -102,10 +102,10 @@ void MovementState::update() {
} }
void MovementState::start_crawl(PlayerState crawl_type) { void MovementState::start_crawl(PlayerState crawl_type) {
if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2) if (current_state != PlayerState::Crawl1 && current_state != PlayerState::Crawl2) {
return; previous_state = current_state;
}
previous_state = current_state;
current_state = crawl_type; current_state = crawl_type;
state_timer.stop(); state_timer.stop();
state_timer.reset(); state_timer.reset();

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@@ -0,0 +1,33 @@
// src/hardware/button.cpp
#include "button.h"
ButtonHandler::ButtonHandler(PinName pin, PinName led_pin) : button(pin), led(led_pin, 0) {
// ISR for button press (falling edge)
button.fall(callback(this, &ButtonHandler::on_pressed));
}
void ButtonHandler::on_pressed() {
pressed_flag = true;
}
ButtonEvent ButtonHandler::poll() {
static Timer blink_timer;
static bool blinking = false;
if (pressed_flag) {
pressed_flag = false;
led = 1;
blink_timer.reset();
blink_timer.start();
blinking = true;
return ButtonEvent::Pressed;
}
if (blinking && blink_timer.elapsed_time() >= 500ms) {
led = 0;
blink_timer.stop();
blinking = false;
}
return ButtonEvent::None;
}

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@@ -0,0 +1,23 @@
// src/hardware/button.h
#pragma once
#include "mbed.h"
enum class ButtonEvent {
None = 0,
Pressed = 1,
};
class ButtonHandler {
private:
InterruptIn button;
DigitalOut led;
volatile bool pressed_flag = false;
volatile bool blink_flag = false;
void on_pressed();
public:
ButtonHandler(PinName pin = BUTTON1, PinName led_pin = LED1);
ButtonEvent poll();
};

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@@ -1,49 +0,0 @@
// 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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@@ -1,35 +0,0 @@
// 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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@@ -5,7 +5,7 @@
#include <cstdio> #include <cstdio>
#include <cstring> #include <cstring>
void draw_mask(const char *unused_filename, int shift, const char *text) { void draw_mask(const char *unused_filename, int shift) {
// Terminal clear + home // Terminal clear + home
printf("\033[2J\033[H"); printf("\033[2J\033[H");
@@ -25,9 +25,5 @@ void draw_mask(const char *unused_filename, int shift, const char *text) {
printf("\r\n"); printf("\r\n");
} }
if (text && text[0] != '\0') {
printf("\r\n[RX] %s\r\n", text);
}
fflush(stdout); fflush(stdout);
} }

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@@ -4,4 +4,4 @@
constexpr int VIEW_WIDTH = 90; constexpr int VIEW_WIDTH = 90;
// Draws the ASCII art background with optional message // Draws the ASCII art background with optional message
void draw_mask(const char *unused_filename, int shift, const char *text = nullptr); void draw_mask(const char *unused_filename, int shift);

View File

@@ -5,17 +5,17 @@
#include "background.h" #include "background.h"
#include "mbed.h" #include "mbed.h"
#include "player.h" #include "player.h"
#include "background.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"
#include "../hardware/uart.h" #include "../hardware/button.h"
#include "../render/player.h" #include "../render/player.h"
#include "../render/obstacle.h" #include "../render/obstacle.h"
#include "../timing/speed_controller.h" #include "../timing/speed_controller.h"
#include "../timing/movement_controller.h" #include "../timing/movement_controller.h"
#include "../game/obstacle_system.h" #include "../game/obstacle_system.h"
extern BufferedSerial serial_port;
extern DigitalOut led; extern DigitalOut led;
// Constants // Constants
@@ -23,12 +23,10 @@ extern DigitalOut led;
constexpr int PLAYER_X = 29; constexpr int PLAYER_X = 29;
constexpr int PLAYER_Y = 6; constexpr int PLAYER_Y = 6;
void draw_mask(const char *unused_filename, int shift, const char *text);
void render_loop(int speed) { void render_loop(int speed) {
MovementState player_state; MovementState player_state;
AnimationController animation; AnimationController animation;
UartReader uart(serial_port); 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);
@@ -43,7 +41,7 @@ void render_loop(int speed) {
int player_speed = 6; int player_speed = 6;
bool game_over = false; bool game_over = false;
player_state.set_state(PlayerState::Run); player_state.set_state(PlayerState::Walk);
CrawlObstacleType type = CrawlObstacleType::Crawl1; CrawlObstacleType type = CrawlObstacleType::Crawl1;
int start_x = VIEW_WIDTH + 10; int start_x = VIEW_WIDTH + 10;
@@ -64,24 +62,19 @@ void render_loop(int speed) {
int spawn_x = VIEW_WIDTH; int spawn_x = VIEW_WIDTH;
int idx = spawn_obstacle(s_type, spawn_x); int idx = spawn_obstacle(s_type, spawn_x);
if (idx >= 0) { if (idx >= 0) {
obstacle_pool[idx].active = true; obstacle_pool[idx].active = true;
} }
} }
need_redraw = false; need_redraw = false;
UartEvent uart_event = uart.poll(); ButtonEvent button_event = button.poll();
if (uart_event == UartEvent::MessageUpdate) { if (button_event == ButtonEvent::Pressed) {
need_redraw = true;
}
if (uart_event == UartEvent::Triggered) {
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);
} }
@@ -108,7 +101,7 @@ void render_loop(int speed) {
if (need_redraw) { if (need_redraw) {
player_state.toggle_walk_frame(player_speed, anim_tick_counter); 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());
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);