Compare commits
5 Commits
v1.0.0
...
a59192cf05
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a59192cf05 | ||
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fa7e18e4d5 | ||
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4ed4452fae | ||
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b9ca8df59b | ||
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8fa8bf392b |
@@ -1,4 +1,4 @@
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// background_dark_inverted.h
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// src/assets/background_frame.h
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#pragma once
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static const char *BACKGROUND_MASK[] = {
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54
semestralka1/src/assets/character_frames.h
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54
semestralka1/src/assets/character_frames.h
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@@ -0,0 +1,54 @@
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// src/assets/character_frames.h
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#pragma once
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// Player frame 1
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static const char *CHARACTER_MASK_FRAME_1[] = {
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".....a@$..",
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".....7PF..",
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"..yaM@@__y",
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"..@.y@FFF~",
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"..._$M@_..",
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"yaa@~.`@y.",
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"........@r"
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};
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// Player frame 2
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static const char *CHARACTER_MASK_FRAME_2[] = {
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".g@$",
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".7PF",
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"y@$.",
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"0@F.",
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"4@$.",
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"y$@.",
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"u@.."
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};
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// Player frame 3 (triggered)
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static const char *CHARACTER_MASK_FRAME_3[] = {
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".._$@.",
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".$By`.",
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"4@$@@a",
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"aa@W@."
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};
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enum class CharacterFrame {
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Walk1 = 0,
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Walk2,
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Crawl1,
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COUNT // number of frames, must stay last
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};
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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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static const int CHARACTER_FRAME_COUNT = static_cast<int>(CharacterFrame::COUNT);
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// Height per frame
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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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static const int CHARACTER_HEIGHT_2 = sizeof(CHARACTER_MASK_FRAME_2) / sizeof(CHARACTER_MASK_FRAME_2[0]);
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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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0
semestralka1/src/game/animation.cpp
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0
semestralka1/src/game/animation.cpp
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0
semestralka1/src/game/animation.h
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0
semestralka1/src/game/animation.h
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38
semestralka1/src/game/state.cpp
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38
semestralka1/src/game/state.cpp
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@@ -0,0 +1,38 @@
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// src/game/state.cpp
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#include "state.h"
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void WalkingState::update() {
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// stop crawling after duration
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if (current_state == PlayerState::Crawl1 &&
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state_timer.elapsed_time() >= CRAWL_DURATION) {
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current_state = PlayerState::Walk1;
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state_timer.stop();
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}
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}
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void WalkingState::start_crawl() {
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current_state = PlayerState::Crawl1;
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state_timer.reset();
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state_timer.start();
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}
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void WalkingState::toggle_walk_frame() {
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if (current_state == PlayerState::Walk1) {
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current_state = PlayerState::Walk2;
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} else if (current_state == PlayerState::Walk2) {
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current_state = PlayerState::Walk1;
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}
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}
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CharacterFrame WalkingState::get_character_frame() const {
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switch (current_state) {
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case PlayerState::Walk1:
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return CharacterFrame::Walk1;
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case PlayerState::Walk2:
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return CharacterFrame::Walk2;
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case PlayerState::Crawl1:
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return CharacterFrame::Crawl1;
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default:
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return CharacterFrame::Walk1;
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}
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}
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27
semestralka1/src/game/state.h
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27
semestralka1/src/game/state.h
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@@ -0,0 +1,27 @@
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// src/game/state.h
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#pragma once
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#include "mbed.h"
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#include "../assets/character_frames.h"
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constexpr auto CRAWL_DURATION = 300ms;
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enum class PlayerState { Walk1, Walk2, Crawl1 };
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class WalkingState {
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private:
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PlayerState current_state = PlayerState::Walk1;
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Timer state_timer;
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public:
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// MOVED FROM loop.cpp
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// Update state (handles crawl timeout)
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void update();
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// State transitions
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void start_crawl();
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void toggle_walk_frame();
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// Getters
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PlayerState get_state() const { return current_state; }
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CharacterFrame get_character_frame() const;
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};
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@@ -1,7 +1,7 @@
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// main.cpp
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#include "mbed.h"
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#include "background_dark_inverted.h"
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#include "assets/background_frame.h"
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#include "render/loop.h"
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#define TARGET_TX_PIN USBTX
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@@ -1,6 +1,6 @@
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// src/render/background.cpp
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#include "../background_dark_inverted.h"
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#include "../assets/background_frame.h"
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#include <cstdio>
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#include <cstring>
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@@ -1,11 +1,12 @@
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// src/render/loop.cpp
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#include "loop.h"
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#include "../background_dark_inverted.h"
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#include "../assets/background_frame.h"
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#include "player_positioning.h"
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#include "background.h"
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#include "mbed.h"
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#include "player.h"
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#include "player_mask.h"
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#include "../game/state.h"
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#include "../assets/character_frames.h"
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#include <cstring>
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extern BufferedSerial serial_port;
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@@ -13,19 +14,11 @@ extern DigitalOut led;
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// Constants
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constexpr size_t BUFFER_SIZE = 64;
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constexpr auto CRAWL_DURATION = 300ms;
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constexpr auto ANIMATION_TICK = 170ms;
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constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
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constexpr int PLAYER_X = 9;
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constexpr int PLAYER_Y = 6;
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enum class PlayerState { Walk1, Walk2, Crawl1 };
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struct WalkingState {
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PlayerState current_state = PlayerState::Walk1;
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Timer state_timer;
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};
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static char rx_buffer[BUFFER_SIZE];
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static char message[BUFFER_SIZE];
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static bool message_active = false;
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@@ -86,42 +79,6 @@ static bool update_animation(Timer &anim_timer, int &shift, int speed) {
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return false;
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}
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static int get_player_frame(PlayerState state) {
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switch (state) {
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case PlayerState::Walk1:
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return 0;
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case PlayerState::Walk2:
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return 1;
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case PlayerState::Crawl1:
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return 2;
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default:
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return 0;
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}
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}
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static void update_player_state(WalkingState &state) {
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// stop crawling
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if (state.current_state == PlayerState::Crawl1 &&
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state.state_timer.elapsed_time() >= CRAWL_DURATION) {
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state.current_state = PlayerState::Walk1;
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state.state_timer.stop();
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}
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}
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static void toggle_walk_frame(WalkingState &state) {
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if (state.current_state == PlayerState::Walk1) {
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state.current_state = PlayerState::Walk2;
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} else if (state.current_state == PlayerState::Walk2) {
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state.current_state = PlayerState::Walk1;
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}
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}
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static void start_crawl(WalkingState &state) {
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state.current_state = PlayerState::Crawl1;
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state.state_timer.reset();
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state.state_timer.start();
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}
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void render_loop(int speed) {
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WalkingState player_state;
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@@ -129,7 +86,7 @@ void render_loop(int speed) {
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anim_timer.start();
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int shift = 0;
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PlayerPosition pos = {PLAYER_X, PLAYER_Y};
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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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bool need_redraw = false;
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@@ -144,12 +101,12 @@ void render_loop(int speed) {
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if (uart_state == 2) {
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// start crawl frame for x time
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start_crawl(player_state);
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player_state.start_crawl();
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need_redraw = true;
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}
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// Check if crawl duration expired
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update_player_state(player_state);
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player_state.update();
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if (update_animation(anim_timer, shift, speed)) {
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need_redraw = true;
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@@ -157,13 +114,14 @@ void render_loop(int speed) {
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if (need_redraw) {
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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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PlayerPosition draw_pos = get_aligned_frame_position(pos, player_frame);
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draw_player(draw_pos.x, draw_pos.y, player_frame);
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CharacterFrame player_frame = player_state.get_character_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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if (player_state.current_state != PlayerState::Crawl1) {
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toggle_walk_frame(player_state);
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if (player_state.get_state() != PlayerState::Crawl1) {
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player_state.toggle_walk_frame();
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}
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ThisThread::sleep_for(50ms);
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@@ -1,25 +1,33 @@
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// src/render/player.cpp
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#include "player.h"
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#include "player_mask.h"
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#include "../assets/character_frames.h"
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#include <cstdio>
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void draw_player(int x, int y, int frame_index) {
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if (frame_index < 0 || frame_index >= PLAYER_FRAME_COUNT)
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void draw_character(int x, int y, 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; // fallback safety
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const char **sprite = 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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const char **character = PLAYER_FRAMES[frame_index];
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// Draw the sprite starting from (x, y)
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for (int i = 0; i < sprite_height; i++) {
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printf("\033[%d;%dH%s", y + i + 1, x + 1, sprite[i]);
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int character_height = 0;
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switch (frame) {
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case CharacterFrame::Walk1:
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character_height = CHARACTER_HEIGHT_1;
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break;
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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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for (int i = 0; i < character_height; i++) {
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printf("\033[%d;%dH%s", y + i + 1, x + 1, character[i]);
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}
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fflush(stdout);
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}
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@@ -1,5 +1,6 @@
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// src/render/player.h
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#pragma once
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#include "../assets/character_frames.h"
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// Draw the player object starting at given (x, y)
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void draw_player(int x, int y, int frame_index);
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void draw_character(int x, int y, CharacterFrame frame);
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@@ -1,50 +0,0 @@
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// src/render/player_mask.h
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#pragma once
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// Player frame 1
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static const char *PLAYER_MASK_FRAME_1[] = {
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".....a@$..",
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".....7PF..",
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"..yaM@@__y",
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"..@.y@FFF~",
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"..._$M@_..",
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"yaa@~.`@y.",
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"........@r"
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};
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// Player frame 2
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static const char *PLAYER_MASK_FRAME_2[] = {
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".g@$",
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".7PF",
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"y@$.",
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"0@F.",
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"4@$.",
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"y$@.",
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"u@.."
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};
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// Player frame 3 (triggered)
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static const char *PLAYER_MASK_FRAME_3[] = {
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".._$@.",
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".$By`.",
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"4@$@@a",
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"aa@W@."
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};
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// Combine frames for easy access
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static const char **PLAYER_FRAMES[] = {
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PLAYER_MASK_FRAME_1, // 0
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PLAYER_MASK_FRAME_2, // 1
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PLAYER_MASK_FRAME_3 // 2 (triggered)
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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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// Line counts per frame
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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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static const int PLAYER_MASK_LINES_FRAME_2 =
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sizeof(PLAYER_MASK_FRAME_2) / sizeof(PLAYER_MASK_FRAME_2[0]);
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static const int PLAYER_MASK_LINES_FRAME_3 =
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sizeof(PLAYER_MASK_FRAME_3) / sizeof(PLAYER_MASK_FRAME_3[0]);
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@@ -1,24 +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 "../assets/background_frame.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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PlayerPosition get_aligned_frame_position(PlayerPosition base, int frame_index) {
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if (frame_index < 0 || frame_index >= PLAYER_FRAME_COUNT)
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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 sprite_height = 0;
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int character_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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character_height = CHARACTER_HEIGHT_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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character_height = CHARACTER_HEIGHT_2;
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else
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sprite_height = PLAYER_MASK_LINES_FRAME_3;
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character_height = CHARACTER_HEIGHT_3;
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PlayerPosition draw_pos;
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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) - sprite_height;
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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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@@ -1,11 +1,12 @@
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// src/render/player_positioning.h
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#pragma once
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#include "player_mask.h"
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#include "../assets/background_frame.h"
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#include "../assets/character_frames.h"
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struct PlayerPosition {
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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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PlayerPosition get_aligned_frame_position(PlayerPosition base, int frame_index);
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CharacterPosition get_aligned_frame_position(CharacterPosition base, CharacterFrame frame);
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