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ca7eac70e4
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ca7eac70e4 | ||
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3e47f855ed |
@@ -49,7 +49,7 @@ static const int CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET = 1;
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static const int CHARACTER_CRAWL1_COLLISION_WIDTH = CHARACTER_CRAWL1_FRAME_WIDTH - (CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET);
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static const int CHARACTER_CRAWL1_COLLISION_HEIGHT = CHARACTER_CRAWL1_FRAME_HEIGHT - 2;
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// Crawl2 collision box (lower posture → smaller collision height)
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// Crawl2 collision box (lower posture - smaller collision height)
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static const int CHARACTER_CRAWL2_FRAME_WIDTH = 8;
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static const int CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET = 1;
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static const int CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
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@@ -5,7 +5,7 @@
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#include "../assets/character_run_frames.h"
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#include "../assets/character_crawl_frames.h"
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// Simple obstacle representation
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// Obstacle representation
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struct Obstacle {
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int x;
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int y;
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@@ -48,7 +48,7 @@ inline bool check_collision(const CharacterPosition& player,
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break;
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}
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// Player's bounding box
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// Player bounding box
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const int player_left = box_x;
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const int player_right = player_left + box_w;
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const int player_top = player_bottom + box_h;
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@@ -59,7 +59,7 @@ inline bool check_collision(const CharacterPosition& player,
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const int obs_bottom = obs.y;
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const int obs_top = obs_bottom + obs.height;
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// Simple overlap check
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// Overlap check
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bool horizontal = player_left < obs_right && player_right > obs_left;
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bool vertical = player_bottom < obs_top && player_top > obs_bottom;
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return horizontal && vertical;
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@@ -4,7 +4,7 @@
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#include "../assets/obstacle_crawl_frames.h"
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#include "../assets/background_frame.h"
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// One movable obstacle
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// Movable obstacle
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struct MovingObstacle {
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Obstacle data;
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CrawlObstacleType type;
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@@ -26,7 +26,7 @@ inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
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obstacle_pool[i].data.width = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_WIDTH : OBSTACLE_CRAWL2_COLLISION_WIDTH;
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obstacle_pool[i].data.height = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_HEIGHT : OBSTACLE_CRAWL2_COLLISION_HEIGHT;
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// Default Y so that the SPRITE touches the top of the screen.
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// Default Y so that the character touches the top of the screen.
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// We store Y as the bottom of the COLLISION BOX in bottom-based world coords.
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int top_offset = 0;
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if (type == CrawlObstacleType::Crawl1) {
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@@ -6,7 +6,6 @@
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#include "collision.h"
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#include "mbed.h"
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// Small helper for minimal mbed-safe clamp
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inline int clamp_min(int a, int b) { return (a > b) ? a : b; }
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inline int clamp_max(int a, int b) { return (a < b) ? a : b; }
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@@ -26,12 +25,8 @@ public:
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// Periodically spawn new obstacle
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if (tick_counter_ % SPAWN_EVERY_TICKS == 0) {
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auto type = (spawn_index_++ % 2 == 0)
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? CrawlObstacleType::Crawl1
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: CrawlObstacleType::Crawl2;
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const int w = (type == CrawlObstacleType::Crawl1)
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? OBSTACLE_CRAWL1_FRAME_WIDTH
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: OBSTACLE_CRAWL2_FRAME_WIDTH;
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auto type = (spawn_index_++ % 2 == 0) ? CrawlObstacleType::Crawl1 : CrawlObstacleType::Crawl2;
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const int w = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_FRAME_WIDTH : OBSTACLE_CRAWL2_FRAME_WIDTH;
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spawn_obstacle(type, VIEW_WIDTH - w - 1);
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}
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@@ -91,27 +91,28 @@ static inline int compute_frame_index(int frame_count,
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}
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} // namespace
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void WalkingState::update() {
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void MovementState::update() {
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// stop crawling after duration
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if ((current_state == PlayerState::Crawl1 ||
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current_state == PlayerState::Crawl2) &&
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state_timer.elapsed_time() >= CRAWL_DURATION) {
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current_state = PlayerState::Walk;
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current_state = previous_state;
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state_timer.stop();
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}
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}
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void WalkingState::start_crawl(PlayerState crawl_type) {
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void MovementState::start_crawl(PlayerState crawl_type) {
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if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
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return;
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previous_state = current_state;
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current_state = crawl_type;
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state_timer.stop();
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state_timer.reset();
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state_timer.start();
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}
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void WalkingState::set_state(PlayerState s) {
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void MovementState::set_state(PlayerState s) {
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if (current_state != s) {
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walk_index = run_index = crawl1_index = crawl2_index = 0;
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phase = 0.0f;
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@@ -119,7 +120,7 @@ void WalkingState::set_state(PlayerState s) {
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current_state = s;
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}
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void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) {
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void MovementState::set_motion_state_for_speed(int player_speed, int ground_speed) {
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int relative = player_speed - ground_speed;
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PlayerState new_state = (relative > 1) ? PlayerState::Run : PlayerState::Walk;
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if (new_state != current_state) {
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@@ -130,7 +131,7 @@ void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed
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}
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// TODO THIS NEEDS REDESIGN FOR WALK/RUN
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void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
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void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
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switch (current_state) {
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case PlayerState::Run:
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run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
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@@ -150,7 +151,7 @@ void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
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}
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}
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FrameSelection WalkingState::get_frame_selection() const {
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FrameSelection MovementState::get_frame_selection() const {
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FrameSelection f{};
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switch (current_state) {
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case PlayerState::Walk:
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@@ -12,9 +12,10 @@ struct FrameSelection {
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int frame_index;
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};
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class WalkingState {
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class MovementState {
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private:
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PlayerState current_state = PlayerState::Walk;
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PlayerState previous_state = PlayerState::Walk;
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Timer state_timer;
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int walk_index = 0; // cycles 0‑6
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int run_index = 0; // cycles 0‑6
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@@ -21,6 +21,5 @@ int main(void) {
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serial_port.set_format(8, BufferedSerial::None, 1);
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printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
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// Just call into render feature
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render_loop(6);
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}
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@@ -26,7 +26,7 @@ constexpr int PLAYER_Y = 6;
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void draw_mask(const char *unused_filename, int shift, const char *text);
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void render_loop(int speed) {
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WalkingState player_state;
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MovementState player_state;
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AnimationController animation;
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UartReader uart(serial_port);
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MovementController mover(PLAYER_X, VIEW_WIDTH);
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@@ -114,21 +114,20 @@ void render_loop(int speed) {
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CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
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draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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if (!obstacle_pool[i].active)
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continue;
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// for (int i = 0; i < MAX_OBSTACLES; i++) {
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// if (!obstacle_pool[i].active)
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// continue;
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draw_obstacle(obstacle_pool[i].data.x,
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obstacle_pool[i].data.y,
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obstacle_pool[i].type);
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// draw_obstacle(obstacle_pool[i].data.x, obstacle_pool[i].data.y,
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// obstacle_pool[i].type);
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if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
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printf("\033[2J\033[H");
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printf("GAME OVER\r\n");
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game_over = true;
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break;
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}
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}
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// if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
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// printf("\033[2J\033[H");
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// printf("GAME OVER\r\n");
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// game_over = true;
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// break;
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// }
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// }
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if (game_over)
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break;
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@@ -13,7 +13,5 @@ public:
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int get_ground_speed() const { return ground_speed; }
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// Calculates how many frames to advance for current tick.
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// Takes object’s current speed and a global tick counter
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// to automatically handle slower "wait" behavior.
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int frame_advance_for(int object_speed, int tick_counter) const;
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};
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