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6 Commits
f6a13309f7
...
v1.1.0
| Author | SHA1 | Date | |
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4ed4452fae | ||
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b9ca8df59b | ||
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8fa8bf392b | ||
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9170524d33 | ||
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cda395d6b9 | ||
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d8da84cffc |
@@ -1,7 +1,7 @@
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// background_dark_inverted.h
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// background_dark_inverted.h
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#pragma once
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#pragma once
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static const char *BACKGROUND_DARK_INVERTED[] = {
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static const char *BACKGROUND_MASK[] = {
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"~`````````````````````````````````````````````````````````````````````````````````````\"````````````````````````````````~```````````````````````````````````````````````````````````````````````````````````````````````````````````````````````+````````````````````~````````````````````````````````~```````````````````````````````````````````````````````",
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"~`````````````````````````````````````````````````````````````````````````````````````\"````````````````````````````````~```````````````````````````````````````````````````````````````````````````````````````````````````````````````````````+````````````````````~````````````````````````````````~```````````````````````````````````````````````````````",
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"...................................................................,.......................:..........................................'.........`..:.....................................................................................................+...................................:...........:..,................................................",
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"...................................................................,.......................:..........................................'.........`..:.....................................................................................................+...................................:...........:..,................................................",
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"...........................\"............................................._................................+...........................................................................................................,..............................................`..............................................................!........................",
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"...........................\"............................................._................................+...........................................................................................................,..............................................`..............................................................!........................",
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@@ -19,5 +19,4 @@ static const char *BACKGROUND_DARK_INVERTED[] = {
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"...,,,,,,,,4@@@$g@....,7^=sa@@$a@@@@@@@@@@@@@@@@@@~``.`,,,,,,,,:::`,g@R@BZa$TTTTF5PM@@@@^:`'`~T5#@@y_`,u@~$@$@@g_,F,,,,`@@@@'':^na$g@@@=_:@@.`,.4__,,,,,,,,,g@@K:,,,,,,g@@@@w....,,,,,,,,,$@@$g@F...,,^=#aa@$gg@@@@@@@@@@@@@@@@@F``.`,,,,,,,,,::`,:@@P@R5$T~TTFFPP5@@@$:'``~~7P@@y_``,$E4@W@$@y,4::,,`3@@@[`:,raagg@@Fk`@@L.,.`g_,,,,,,,,,,g@@~:,,,,,,g@@@$..",
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"...,,,,,,,,4@@@$g@....,7^=sa@@$a@@@@@@@@@@@@@@@@@@~``.`,,,,,,,,:::`,g@R@BZa$TTTTF5PM@@@@^:`'`~T5#@@y_`,u@~$@$@@g_,F,,,,`@@@@'':^na$g@@@=_:@@.`,.4__,,,,,,,,,g@@K:,,,,,,g@@@@w....,,,,,,,,,$@@$g@F...,,^=#aa@$gg@@@@@@@@@@@@@@@@@F``.`,,,,,,,,,::`,:@@P@R5$T~TTFFPP5@@@$:'``~~7P@@y_``,$E4@W@$@y,4::,,`3@@@[`:,raagg@@Fk`@@L.,.`g_,,,,,,,,,,g@@~:,,,,,,g@@@$..",
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"..,:''``a$gg@$@@ZF...:,,,,,,:`~T@@@@@@@@@@@@@A@@^``...:,,,,,`,,::,.,@@@@@@@@,`.`````@@@[',,,,,,,,,,`TR@@@@@@@$@@@`'''':,A@MP.,,,,,\"~TT@,`3@@*g'.`4@':,,,,,,:EDT,,,,,,,_@@@@@$....:':':H$$g@$@@$@....,,,,,`:`~7R@@@@@@@@@@@@AR@@```..,',,,'``,,::,,d@0@@@@@y`.`````g@@@`',,,,,,,,,:79@$@@@@@@@@@'\"``':,!$FP~:,,,,,~~7@y.~A@mg@'.\"@F::,,,,,,4ER~,,,,,,,g@@@@@..",
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"..,:''``a$gg@$@@ZF...:,,,,,,:`~T@@@@@@@@@@@@@A@@^``...:,,,,,`,,::,.,@@@@@@@@,`.`````@@@[',,,,,,,,,,`TR@@@@@@@$@@@`'''':,A@MP.,,,,,\"~TT@,`3@@*g'.`4@':,,,,,,:EDT,,,,,,,_@@@@@$....:':':H$$g@$@@$@....,,,,,`:`~7R@@@@@@@@@@@@AR@@```..,',,,'``,,::,,d@0@@@@@y`.`````g@@@`',,,,,,,,,:79@$@@@@@@@@@'\"``':,!$FP~:,,,,,~~7@y.~A@mg@'.\"@F::,,,,,,4ER~,,,,,,,g@@@@@..",
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};
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};
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static const int BACKGROUND_DARK_INVERTED_LINES =
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static const int VIEW_HEIGHT = sizeof(BACKGROUND_MASK) / sizeof(BACKGROUND_MASK[0]);
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sizeof(BACKGROUND_DARK_INVERTED) / sizeof(BACKGROUND_DARK_INVERTED[0]);
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@@ -11,8 +11,8 @@ void draw_mask(const char *unused_filename, int shift, const char *text) {
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// Terminal clear + home
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// Terminal clear + home
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printf("\033[2J\033[H");
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printf("\033[2J\033[H");
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for (int i = 0; i < view_height && i < BACKGROUND_DARK_INVERTED_LINES; i++) {
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for (int i = 0; i < view_height && i < VIEW_HEIGHT; i++) {
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const char *row = BACKGROUND_DARK_INVERTED[i];
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const char *row = BACKGROUND_MASK[i];
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int width = strlen(row);
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int width = strlen(row);
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if (width == 0) {
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if (width == 0) {
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printf("\r\n");
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printf("\r\n");
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@@ -1,6 +1,7 @@
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// src/render/loop.cpp
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// src/render/loop.cpp
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#include "loop.h"
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#include "loop.h"
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#include "../background_dark_inverted.h"
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#include "../background_dark_inverted.h"
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#include "player_positioning.h"
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#include "background.h"
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#include "background.h"
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#include "mbed.h"
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#include "mbed.h"
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#include "player.h"
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#include "player.h"
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@@ -15,9 +16,10 @@ constexpr size_t BUFFER_SIZE = 64;
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constexpr auto CRAWL_DURATION = 300ms;
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constexpr auto CRAWL_DURATION = 300ms;
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constexpr auto ANIMATION_TICK = 170ms;
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constexpr auto ANIMATION_TICK = 170ms;
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constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
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constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
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constexpr int PLAYER_X = 18;
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constexpr int PLAYER_X = 9;
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constexpr int PLAYER_Y = 13;
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constexpr int PLAYER_Y = 6;
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// PlayerState is what user pressed. We are mapping CharacterState to it
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enum class PlayerState { Walk1, Walk2, Crawl1 };
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enum class PlayerState { Walk1, Walk2, Crawl1 };
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struct WalkingState {
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struct WalkingState {
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@@ -85,16 +87,16 @@ static bool update_animation(Timer &anim_timer, int &shift, int speed) {
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return false;
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return false;
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}
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}
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static int get_player_frame(PlayerState state) {
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static CharacterFrame get_character_frame(PlayerState state) {
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switch (state) {
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switch (state) {
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case PlayerState::Walk1:
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case PlayerState::Walk1:
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return 0;
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return CharacterFrame::Walk1;
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case PlayerState::Walk2:
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case PlayerState::Walk2:
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return 1;
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return CharacterFrame::Walk2;
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case PlayerState::Crawl1:
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case PlayerState::Crawl1:
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return 2;
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return CharacterFrame::Crawl1;
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default:
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default:
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return 0;
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return CharacterFrame::Walk1;
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}
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}
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}
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}
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@@ -128,6 +130,8 @@ void render_loop(int speed) {
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anim_timer.start();
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anim_timer.start();
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int shift = 0;
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int shift = 0;
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CharacterPosition pos = {PLAYER_X, PLAYER_Y};
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const char *bg_file = "background_dark_inverted.txt";
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const char *bg_file = "background_dark_inverted.txt";
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bool need_redraw = false;
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bool need_redraw = false;
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@@ -154,8 +158,9 @@ void render_loop(int speed) {
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if (need_redraw) {
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if (need_redraw) {
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draw_mask(bg_file, shift, message_active ? message : nullptr);
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draw_mask(bg_file, shift, message_active ? message : nullptr);
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int player_frame = get_player_frame(player_state.current_state);
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CharacterFrame player_frame = get_character_frame(player_state.current_state);
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draw_player(PLAYER_X, PLAYER_Y, player_frame);
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CharacterPosition draw_pos = get_aligned_frame_position(pos, player_frame);
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draw_character(draw_pos.x, draw_pos.y, player_frame);
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// alternate between frame 0 and 1 when not crawling
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// alternate between frame 0 and 1 when not crawling
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if (player_state.current_state != PlayerState::Crawl1) {
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if (player_state.current_state != PlayerState::Crawl1) {
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@@ -1,35 +1,33 @@
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// src/render/player.cpp
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// src/render/player.cpp
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#include "player.h"
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#include "player.h"
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#include "player_mask.h"
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#include "player_mask.h"
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#include <cstdio>
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#include <cstdio>
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void draw_player(int view_width, int view_height, int frame_index) {
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void draw_character(int x, int y, CharacterFrame frame) {
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if (frame_index < 0 || frame_index >= PLAYER_FRAME_COUNT)
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int frame_index = static_cast<int>(frame);
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frame_index = 0; // fallback
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if (frame_index < 0 || frame_index >= CHARACTER_FRAME_COUNT)
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frame_index = 0; // fallback safety
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const char **sprite = PLAYER_FRAMES[frame_index];
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const char **character = PLAYER_FRAMES[frame_index];
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int sprite_height = 0;
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if (frame_index == 0)
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sprite_height = PLAYER_MASK_LINES_FRAME_1;
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else if (frame_index == 1)
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sprite_height = PLAYER_MASK_LINES_FRAME_2;
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else
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sprite_height = PLAYER_MASK_LINES_FRAME_3;
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// Width from first line
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int character_height = 0;
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int sprite_width = 0;
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switch (frame) {
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if (sprite_height > 0) {
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case CharacterFrame::Walk1:
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const char *first_line = sprite[0];
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character_height = CHARACTER_HEIGHT_1;
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while (first_line[sprite_width] != '\0')
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break;
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sprite_width++;
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case CharacterFrame::Walk2:
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character_height = CHARACTER_HEIGHT_2;
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break;
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case CharacterFrame::Crawl1:
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character_height = CHARACTER_HEIGHT_3;
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break;
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default:
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character_height = CHARACTER_HEIGHT_1;
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break;
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}
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}
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int center_x = view_width / 2 - sprite_width / 2;
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for (int i = 0; i < character_height; i++) {
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int center_y = view_height / 2 - sprite_height / 2;
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printf("\033[%d;%dH%s", y + i + 1, x + 1, character[i]);
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for (int i = 0; i < sprite_height; i++) {
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printf("\033[%d;%dH%s", center_y + i + 1, center_x + 1, sprite[i]);
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}
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}
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fflush(stdout);
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fflush(stdout);
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}
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}
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@@ -1,5 +1,6 @@
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// src/render/player.h
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// src/render/player.h
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#pragma once
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#pragma once
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#include "player_mask.h"
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// Draw the player object centered over the background
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// Draw the player object starting at given (x, y)
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void draw_player(int view_width, int view_height, int frame_index);
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void draw_character(int x, int y, CharacterFrame frame);
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@@ -3,7 +3,7 @@
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#pragma once
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#pragma once
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// Player frame 1
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// Player frame 1
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static const char *PLAYER_MASK_FRAME_1[] = {
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static const char *CHARACTER_MASK_FRAME_1[] = {
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".....a@$..",
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".....a@$..",
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".....7PF..",
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".....7PF..",
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"..yaM@@__y",
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"..yaM@@__y",
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@@ -14,7 +14,7 @@ static const char *PLAYER_MASK_FRAME_1[] = {
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};
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};
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// Player frame 2
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// Player frame 2
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static const char *PLAYER_MASK_FRAME_2[] = {
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static const char *CHARACTER_MASK_FRAME_2[] = {
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".g@$",
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".g@$",
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".7PF",
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".7PF",
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"y@$.",
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"y@$.",
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@@ -25,26 +25,30 @@ static const char *PLAYER_MASK_FRAME_2[] = {
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};
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};
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// Player frame 3 (triggered)
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// Player frame 3 (triggered)
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static const char *PLAYER_MASK_FRAME_3[] = {
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static const char *CHARACTER_MASK_FRAME_3[] = {
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".._$@.",
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".._$@.",
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".$By`.",
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".$By`.",
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"4@$@@a",
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"4@$@@a",
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"aa@W@."
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"aa@W@."
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};
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};
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// Combine frames for easy access
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enum class CharacterFrame {
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static const char **PLAYER_FRAMES[] = {
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Walk1 = 0,
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PLAYER_MASK_FRAME_1, // 0
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Walk2,
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PLAYER_MASK_FRAME_2, // 1
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Crawl1,
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PLAYER_MASK_FRAME_3 // 2 (triggered)
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COUNT // number of frames, must stay last
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};
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};
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static const int PLAYER_FRAME_COUNT = sizeof(PLAYER_FRAMES) / sizeof(PLAYER_FRAMES[0]);
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// Combine frames for easy access
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static const char **PLAYER_FRAMES[] = {
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CHARACTER_MASK_FRAME_1, // Walk1
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CHARACTER_MASK_FRAME_2, // Walk1
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CHARACTER_MASK_FRAME_3 // Crawl1
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};
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// Line counts per frame
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static const int CHARACTER_FRAME_COUNT = static_cast<int>(CharacterFrame::COUNT);
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static const int PLAYER_MASK_LINES_FRAME_1 =
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sizeof(PLAYER_MASK_FRAME_1) / sizeof(PLAYER_MASK_FRAME_1[0]);
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// Height per frame
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static const int PLAYER_MASK_LINES_FRAME_2 =
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static const int CHARACTER_HEIGHT_1 = sizeof(CHARACTER_MASK_FRAME_1) / sizeof(CHARACTER_MASK_FRAME_1[0]);
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sizeof(PLAYER_MASK_FRAME_2) / sizeof(PLAYER_MASK_FRAME_2[0]);
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static const int CHARACTER_HEIGHT_2 = sizeof(CHARACTER_MASK_FRAME_2) / sizeof(CHARACTER_MASK_FRAME_2[0]);
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static const int PLAYER_MASK_LINES_FRAME_3 =
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static const int CHARACTER_HEIGHT_3 = sizeof(CHARACTER_MASK_FRAME_3) / sizeof(CHARACTER_MASK_FRAME_3[0]);
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sizeof(PLAYER_MASK_FRAME_3) / sizeof(PLAYER_MASK_FRAME_3[0]);
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25
semestralka1/src/render/player_positioning.cpp
Normal file
25
semestralka1/src/render/player_positioning.cpp
Normal file
@@ -0,0 +1,25 @@
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// src/render/player_positioning.cpp
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#include "player_positioning.h"
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#include "../background_dark_inverted.h"
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#include <cstdio>
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// Convert a pivot coordinate (bottom-left) to the top-left draw position
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CharacterPosition get_aligned_frame_position(CharacterPosition base, CharacterFrame frame) {
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int frame_index = static_cast<int>(frame);
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if (frame_index < 0 || frame_index >= CHARACTER_FRAME_COUNT)
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frame_index = 0;
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int character_height = 0;
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if (frame_index == 0)
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character_height = CHARACTER_HEIGHT_1;
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else if (frame_index == 1)
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character_height = CHARACTER_HEIGHT_2;
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else
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character_height = CHARACTER_HEIGHT_3;
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CharacterPosition draw_pos;
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draw_pos.x = base.x;
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draw_pos.y = (VIEW_HEIGHT - base.y) - character_height;
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return draw_pos;
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}
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12
semestralka1/src/render/player_positioning.h
Normal file
12
semestralka1/src/render/player_positioning.h
Normal file
@@ -0,0 +1,12 @@
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// src/render/player_positioning.h
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#pragma once
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#include "../background_dark_inverted.h"
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#include "player_mask.h"
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struct CharacterPosition {
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int x;
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int y;
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};
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// Calculates drawing position relative to bottom-left pivot
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CharacterPosition get_aligned_frame_position(CharacterPosition base, CharacterFrame frame);
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