20 Commits

Author SHA1 Message Date
Filipriec
ca7eac70e4 movement class 2025-11-20 17:37:27 +01:00
Filipriec
3e47f855ed cleaning 2025-11-20 16:45:50 +01:00
Priec
dd410c6f6c collisions happen properly now 2025-11-18 01:02:13 +01:00
Priec
967b377e76 proper placement of the obstacles 2025-11-18 00:19:17 +01:00
Priec
cf30946c0d obstacles comming properly well 2025-11-17 21:24:10 +01:00
Priec
2af725bfe7 starting outside of the view and bringing that bad boy in 2025-11-17 19:28:06 +01:00
Priec
c56dac3b6a obstacles finally spawning 2025-11-17 18:59:14 +01:00
Priec
ae2b8b91aa obstacles added fully now 2025-11-17 16:37:34 +01:00
Priec
34c9d76389 collisions of character 2025-11-17 13:06:53 +01:00
Priec
09454e3ab4 crawl trigger bug fixed 2025-11-17 11:30:52 +01:00
Priec
07e295f2d9 crawl command fixed 2025-11-17 00:20:41 +01:00
Filipriec
42ad5ee7a2 crawl was redesigned to crwal1 and crawl2 2025-11-16 22:40:09 +01:00
Filipriec
cf07c9c47a now properly walking and running, fully fixed 2025-11-16 16:53:55 +01:00
Filipriec
ace0e2d706 changes to either walk, run or crawl calculations 2025-11-16 10:03:06 +01:00
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
56 changed files with 1089 additions and 143 deletions

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........
........
...y4@W.
..a@a`..
..@@R@=.
.aa@s@..

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........
........
........
.____...
.@@@@yg,
.a@@PR@L

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....g@w.
..._ZF~.
..@~@@y=
.".g@_`.
_ygF.Ry.
`~`...4L

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....g@w.
..._Z~~.
..aM@$y,
..~a@_`.
.yy@`$..
..`..@..

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...a@$..
..._Z~..
..a@@...
..R@@=..
.yy@@...
.``u@...

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..g@$...
..yT`...
.g@F....
.4@L....
._$$....
.`@~....

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...@@...
.._Z~...
..@@....
..$@#...
..g@L...
.yFP....

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....@@..
..._Z~..
..y@@,_.
..@$@~~.
..y@~$..
.aF~.4L.

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....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 a = 78x111
b = 34x111 b = 34x111
walk = 60x111

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..a@w.
.._T`.
.s@@y.
.^$$~T
.y@`$.
=F..?K

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..y@$.
.._Z~.
.y@@L.
.4W@Z!
._$~$.
~~`.0.

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..g@L.
.._T~.
.g@$..
.J@@..
_y$4L.
~~.4~.

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..a@w.
..~T~.
..@$..
..@$..
..y@..
."~@..

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..@@..
..Z~..
..@L..
..@L..
..$%..
.4F...

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.u@$..
..Z~..
.g@_..
.$@5+.
._BL..
uP.@..

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..a@w.
.._T`.
.s@@y.
.^$$~T
.yE`$.
=F..JK

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// src/assets/character_crawl_frames.h
#pragma once
// Crawl1 frame 1
static const char *CRAWL1_FRAME_1[] = {
"........",
"........",
"...y4@W.",
"..a@a`..",
"..@@R@=.",
".aa@s@.."
};
// Crawl2 frame 1
static const char *CRAWL2_FRAME_1[] = {
"........",
"........",
"........",
".____...",
".@@@@yg,",
".a@@PR@L"
};
enum class CrawlType {
Crawl1 = 0,
Crawl2,
COUNT
};
static const char **CHARACTER_CRAWL1_FRAMES[] = {
CRAWL1_FRAME_1,
};
static const char **CHARACTER_CRAWL2_FRAMES[] = {
CRAWL2_FRAME_1,
};
static const int CHARACTER_CRAWL1_FRAME_COUNT = sizeof(CHARACTER_CRAWL1_FRAMES) / sizeof(CHARACTER_CRAWL1_FRAMES[0]);
static const int CHARACTER_CRAWL2_FRAME_COUNT = sizeof(CHARACTER_CRAWL2_FRAMES) / sizeof(CHARACTER_CRAWL2_FRAMES[0]);
// Height (rows per crawl frame)
static const int CHARACTER_CRAWL1_FRAME_HEIGHT = sizeof(CRAWL1_FRAME_1) / sizeof(CRAWL1_FRAME_1[0]);
static const int CHARACTER_CRAWL2_FRAME_HEIGHT = sizeof(CRAWL2_FRAME_1) / sizeof(CRAWL2_FRAME_1[0]);
// Crawl1 collision box
static const int CHARACTER_CRAWL1_FRAME_WIDTH = 8;
static const int CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET = 1;
static const int CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET = 1;
static const int CHARACTER_CRAWL1_COLLISION_WIDTH = CHARACTER_CRAWL1_FRAME_WIDTH - (CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET);
static const int CHARACTER_CRAWL1_COLLISION_HEIGHT = CHARACTER_CRAWL1_FRAME_HEIGHT - 2;
// Crawl2 collision box (lower posture - smaller collision height)
static const int CHARACTER_CRAWL2_FRAME_WIDTH = 8;
static const int CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET = 1;
static const int CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
static const int CHARACTER_CRAWL2_COLLISION_WIDTH = CHARACTER_CRAWL2_FRAME_WIDTH - (CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET);
static const int CHARACTER_CRAWL2_COLLISION_HEIGHT = CHARACTER_CRAWL2_FRAME_HEIGHT - 4;

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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 +1,106 @@
// 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]);
static const int CHARACTER_RUN_COLLISION_HEIGHT = CHARACTER_RUN_FRAME_HEIGHT;
static const int CHARACTER_RUN_FRAME_WIDTH = 8;
static const int CHARACTER_RUN_COLLISION_LEFT_OFFSET = 2;
static const int CHARACTER_RUN_COLLISION_RIGHT_OFFSET = 2;
// 8 je width a 2 zlava a 2 zprava
static const int CHARACTER_RUN_COLLISION_WIDTH = CHARACTER_RUN_FRAME_WIDTH - (CHARACTER_RUN_COLLISION_LEFT_OFFSET + CHARACTER_RUN_COLLISION_RIGHT_OFFSET);

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// 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]);
static const int CHARACTER_WALK_FRAME_WIDTH = 6;
static const int CHARACTER_WALK_COLLISION_LEFT_OFFSET = 1;
static const int CHARACTER_WALK_COLLISION_RIGHT_OFFSET = 1;
// 8 je width a 2 zlava a 2 zprava
static const int CHARACTER_WALK_COLLISION_WIDTH = CHARACTER_WALK_FRAME_WIDTH - (CHARACTER_WALK_COLLISION_LEFT_OFFSET + CHARACTER_WALK_COLLISION_RIGHT_OFFSET);

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// src/assets/obstacle_crawl_frames.h
#pragma once
#include <cstring>
// Crawl obstacle for CRAWL1 (2 lines tall)
static const char *OBSTACLE_CRAWL1_FRAME[] = {
"#########",
".######",
"..#####",
"..####",
"...###",
"...###"
};
// Crawl obstacle for CRAWL2 (4 lines tall)
static const char *OBSTACLE_CRAWL2_FRAME[] = {
"###",
"###",
"###",
"###",
"###",
"###",
"###",
"###"
};
enum class CrawlObstacleType { Crawl1 = 0, Crawl2, COUNT };
static const char **OBSTACLE_CRAWL_FRAMES[] = { OBSTACLE_CRAWL1_FRAME, OBSTACLE_CRAWL2_FRAME };
// Crawl1 dimensions and collision
static const int OBSTACLE_CRAWL1_FRAME_HEIGHT = sizeof(OBSTACLE_CRAWL1_FRAME) / sizeof(OBSTACLE_CRAWL1_FRAME[0]);
static const int OBSTACLE_CRAWL1_FRAME_WIDTH = std::strlen(OBSTACLE_CRAWL1_FRAME[0]);
static const int OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET = 3;
static const int OBSTACLE_CRAWL1_COLLISION_RIGHT_OFFSET = 3;
static const int OBSTACLE_CRAWL1_COLLISION_WIDTH = OBSTACLE_CRAWL1_FRAME_WIDTH - (OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET + OBSTACLE_CRAWL1_COLLISION_RIGHT_OFFSET);
static const int OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET = 4; // first 4 rows are just empty ('.')
// collision box height = bottom 2 rows
static const int OBSTACLE_CRAWL1_COLLISION_HEIGHT = 2;
// Crawl2 dimensions and collision
static const int OBSTACLE_CRAWL2_FRAME_HEIGHT = sizeof(OBSTACLE_CRAWL2_FRAME) / sizeof(OBSTACLE_CRAWL2_FRAME[0]);
static const int OBSTACLE_CRAWL2_FRAME_WIDTH = std::strlen(OBSTACLE_CRAWL2_FRAME[0]);
static const int OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET = 0;
static const int OBSTACLE_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
static const int OBSTACLE_CRAWL2_COLLISION_WIDTH = OBSTACLE_CRAWL2_FRAME_WIDTH - (OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET + OBSTACLE_CRAWL2_COLLISION_RIGHT_OFFSET);
static const int OBSTACLE_CRAWL2_COLLISION_HEIGHT = OBSTACLE_CRAWL2_FRAME_HEIGHT;

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// src/game/collision.h
#pragma once
#include "../render/player_positioning.h"
#include "../assets/character_walk_frames.h"
#include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h"
// Obstacle representation
struct Obstacle {
int x;
int y;
int width;
int height;
};
// Axis-aligned bounding-box collision
inline bool check_collision(const CharacterPosition& player,
MovementType movement,
const Obstacle& obs) {
// Player is given in bottom-based world coordinates (0 = bottom line)
const int player_x = player.x;
const int player_bottom = player.y;
int box_x = 0;
int box_w = 0;
int box_h = 0;
switch (movement) {
case MovementType::Walk:
box_x = player_x + CHARACTER_WALK_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_WALK_COLLISION_WIDTH;
box_h = CHARACTER_WALK_FRAME_HEIGHT;
break;
case MovementType::Run:
box_x = player_x + CHARACTER_RUN_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_RUN_COLLISION_WIDTH;
box_h = CHARACTER_RUN_COLLISION_HEIGHT;
break;
case MovementType::Crawl1:
box_x = player_x + CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_CRAWL1_COLLISION_WIDTH;
box_h = CHARACTER_CRAWL1_COLLISION_HEIGHT;
break;
case MovementType::Crawl2:
box_x = player_x + CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_CRAWL2_COLLISION_WIDTH;
box_h = CHARACTER_CRAWL2_COLLISION_HEIGHT;
break;
}
// Player bounding box
const int player_left = box_x;
const int player_right = player_left + box_w;
const int player_top = player_bottom + box_h;
// Obstacle bounding box
const int obs_left = obs.x;
const int obs_right = obs.x + obs.width;
const int obs_bottom = obs.y;
const int obs_top = obs_bottom + obs.height;
// Overlap check
bool horizontal = player_left < obs_right && player_right > obs_left;
bool vertical = player_bottom < obs_top && player_top > obs_bottom;
return horizontal && vertical;
}

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// src/game/obstacle_manager.h
#pragma once
#include "../game/collision.h"
#include "../assets/obstacle_crawl_frames.h"
#include "../assets/background_frame.h"
// Movable obstacle
struct MovingObstacle {
Obstacle data;
CrawlObstacleType type;
bool active;
};
// Fixed obstacle pool
constexpr int MAX_OBSTACLES = 6;
static MovingObstacle obstacle_pool[MAX_OBSTACLES];
// Create / reset obstacle in one slot
inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) {
obstacle_pool[i].active = true;
obstacle_pool[i].type = type;
obstacle_pool[i].data.x = x_start;
obstacle_pool[i].data.width = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_WIDTH : OBSTACLE_CRAWL2_COLLISION_WIDTH;
obstacle_pool[i].data.height = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_HEIGHT : OBSTACLE_CRAWL2_COLLISION_HEIGHT;
// Default Y so that the character touches the top of the screen.
// We store Y as the bottom of the COLLISION BOX in bottom-based world coords.
int top_offset = 0;
if (type == CrawlObstacleType::Crawl1) {
top_offset = OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET;
} else {
top_offset = 0;
}
const int i_bottom_of_collision = top_offset + obstacle_pool[i].data.height - 1;
// Top of screen in world coords is VIEW_HEIGHT - 1
const int collision_bottom_world_y = (VIEW_HEIGHT - 1) - i_bottom_of_collision;
obstacle_pool[i].data.y = collision_bottom_world_y;
return i;
}
}
return -1;
}
// Update X positions; mark inactive if offscreen
inline void update_obstacles(int shift_speed) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) continue;
obstacle_pool[i].data.x -= shift_speed;
if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
obstacle_pool[i].active = false;
}
}

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@@ -0,0 +1,73 @@
// src/game/obstacle_system.h
#pragma once
#include "obstacle_manager.h"
#include "../render/player_positioning.h"
#include "../assets/obstacle_crawl_frames.h"
#include "collision.h"
#include "mbed.h"
inline int clamp_min(int a, int b) { return (a > b) ? a : b; }
inline int clamp_max(int a, int b) { return (a < b) ? a : b; }
// Handles spawning, movement, rendering, and collision of obstacles
class ObstacleSystem {
public:
ObstacleSystem() : tick_counter_(0), spawn_index_(0) {}
// Called once per frame
bool update_and_draw(const CharacterPosition &player_pos,
MovementType player_movement) {
// Update timers, move existing obstacles
tick_counter_++;
if (tick_counter_ % UPDATE_INTERVAL == 0) {
update_obstacles(1);
}
// Periodically spawn new obstacle
if (tick_counter_ % SPAWN_EVERY_TICKS == 0) {
auto type = (spawn_index_++ % 2 == 0) ? CrawlObstacleType::Crawl1 : CrawlObstacleType::Crawl2;
const int w = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_FRAME_WIDTH : OBSTACLE_CRAWL2_FRAME_WIDTH;
spawn_obstacle(type, VIEW_WIDTH - w - 1);
}
// Draw & collision check
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active)
continue;
const char **frame = nullptr;
int height = 0;
if (obstacle_pool[i].type == CrawlObstacleType::Crawl1) {
frame = OBSTACLE_CRAWL1_FRAME;
height = OBSTACLE_CRAWL1_FRAME_HEIGHT;
} else {
frame = OBSTACLE_CRAWL2_FRAME;
height = OBSTACLE_CRAWL2_FRAME_HEIGHT;
}
draw_clipped_obstacle(obstacle_pool[i], frame, height);
// Collision check
if (check_collision(player_pos, player_movement,
obstacle_pool[i].data)) {
printf("\033[2J\033[H");
printf("GAME OVER\r\n");
return true;
}
}
return false;
}
private:
static constexpr int SPAWN_EVERY_TICKS = 35;
static constexpr int UPDATE_INTERVAL = 1; // move obstacles each frame
int tick_counter_;
int spawn_index_;
static void draw_clipped_obstacle(const MovingObstacle &obs,
const char ** /*frame*/,
int /*frame_height*/) {
draw_obstacle(obs.data.x, obs.data.y, obs.type);
}
};

View File

@@ -1,38 +1,179 @@
// src/game/state.cpp // src/game/state.cpp
#include "state.h" #include "state.h"
#include "../render/player.h"
#include "../timing/speed_controller.h"
#include "../assets/character_run_frames.h"
#include "../assets/character_walk_frames.h"
#include "../assets/character_crawl_frames.h"
#include <cmath>
void WalkingState::update() { namespace {
// Vygenerovane AI, proste to nahodne vymiena obrazky - assests
// Frame selector with two regimes:
// 1) Normal (speed <= 6): pingpong with holds at both ends
// 2) Highspeed (speed >= 7): 0, random(1..last-1), last, random(1..last-1)...
static inline int compute_frame_index(int frame_count,
float player_speed,
int tick_counter) {
if (frame_count <= 1) return 0;
if (player_speed <= 0.0f) return 0;
const int last = frame_count - 1;
// High-speed pattern: 0, rand(1..last-1), last, rand(1..last-1), ...
if (player_speed >= 7.0f) {
// Special-case 2-frame animations
if (frame_count <= 2) {
return (tick_counter & 1) ? 1 : 0;
}
// Even ticks → extremes (0 or last), alternating each time.
// Odd ticks → pseudo-random mid in [1..last-1].
if ((tick_counter & 1) == 0) {
// Alternate 0 and last on even ticks
bool choose_zero = ((tick_counter >> 1) & 1) == 0;
return choose_zero ? 0 : last;
} else {
// Simple deterministic PRNG from tick_counter and speed
unsigned int seed =
static_cast<unsigned int>(tick_counter) * 1664525u + 1013904223u;
seed ^= static_cast<unsigned int>(frame_count) * 2654435761u;
seed ^= static_cast<unsigned int>(player_speed * 997.0f);
int range = last - 1; // size of 1..last-1
if (range <= 0) return 0; // safety
int mid = 1 + static_cast<int>(seed % static_cast<unsigned int>(range));
return mid;
}
}
// Normal-speed regime: discrete pingpong with holds at both ends.
// - speed 1 => 0,1,2,...,last, last, ..., 2,1, 0,0 ...
// - speed 2 => advances 2 steps per tick (skipping every second timeline entry)
// - holds at ends make 0 and last appear more frequently
const int hold = 2; // how many extra steps to hold at each end
// One full pingpong cycle length:
// [hold at 0] + [ascend 1..last] + [hold at last] + [descend last-1..0]
const int ascend_len = last; // produces 1..last (length = last)
const int descend_len = last; // produces last-1..0 (length = last)
const int cycle_len = hold + ascend_len + hold + descend_len;
// Advance by an integer number of steps per tick based on speed
int step = static_cast<int>(floorf(player_speed + 0.5f));
if (step < 1) step = 1;
// Use 64-bit for safety, then fold into cycle length
const long long pos64 =
(static_cast<long long>(tick_counter) *
static_cast<long long>(step)) %
static_cast<long long>(cycle_len);
int pos = static_cast<int>(pos64);
// Map timeline position to frame index
if (pos < hold) {
return 0; // hold at 0
}
pos -= hold;
if (pos < ascend_len) {
// ascend: 1..last
return (pos + 1);
}
pos -= ascend_len;
if (pos < hold) {
return last; // hold at last
}
pos -= hold;
// descend: last-1 .. 0
return last - 1 - pos;
}
} // namespace
void MovementState::update() {
// stop crawling after duration // stop crawling after duration
if (current_state == PlayerState::Crawl1 && if ((current_state == PlayerState::Crawl1 ||
current_state == PlayerState::Crawl2) &&
state_timer.elapsed_time() >= CRAWL_DURATION) { state_timer.elapsed_time() >= CRAWL_DURATION) {
current_state = PlayerState::Walk1; current_state = previous_state;
state_timer.stop(); state_timer.stop();
} }
} }
void WalkingState::start_crawl() { void MovementState::start_crawl(PlayerState crawl_type) {
current_state = PlayerState::Crawl1; if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
return;
previous_state = current_state;
current_state = crawl_type;
state_timer.stop();
state_timer.reset(); state_timer.reset();
state_timer.start(); state_timer.start();
} }
void WalkingState::toggle_walk_frame() { void MovementState::set_state(PlayerState s) {
if (current_state == PlayerState::Walk1) { if (current_state != s) {
current_state = PlayerState::Walk2; walk_index = run_index = crawl1_index = crawl2_index = 0;
} else if (current_state == PlayerState::Walk2) { phase = 0.0f;
current_state = PlayerState::Walk1; }
current_state = s;
}
void MovementState::set_motion_state_for_speed(int player_speed, int ground_speed) {
int relative = player_speed - ground_speed;
PlayerState new_state = (relative > 1) ? PlayerState::Run : PlayerState::Walk;
if (new_state != current_state) {
run_index = 0;
walk_index = 0;
}
current_state = new_state;
}
// TODO THIS NEEDS REDESIGN FOR WALK/RUN
void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
switch (current_state) {
case PlayerState::Run:
run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
break;
case PlayerState::Walk:
walk_index = compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
break;
case PlayerState::Crawl1:
crawl1_index = compute_frame_index(CHARACTER_CRAWL1_FRAME_COUNT, player_speed, tick_counter);
break;
case PlayerState::Crawl2:
crawl2_index = compute_frame_index(CHARACTER_CRAWL2_FRAME_COUNT, player_speed, tick_counter);
break;
} }
} }
CharacterFrame WalkingState::get_character_frame() const { FrameSelection MovementState::get_frame_selection() const {
FrameSelection f{};
switch (current_state) { switch (current_state) {
case PlayerState::Walk1: case PlayerState::Walk:
return CharacterFrame::Walk1; f.movement = MovementType::Walk;
case PlayerState::Walk2: f.frame_index = walk_index;
return CharacterFrame::Walk2; break;
case PlayerState::Run:
f.movement = MovementType::Run;
f.frame_index = run_index;
break;
case PlayerState::Crawl1: case PlayerState::Crawl1:
return CharacterFrame::Crawl1; f.movement = MovementType::Crawl1;
f.frame_index = crawl1_index;
break;
case PlayerState::Crawl2:
f.movement = MovementType::Crawl2;
f.frame_index = crawl2_index;
break;
default: default:
return CharacterFrame::Walk1; f.movement = MovementType::Walk;
f.frame_index = walk_index;
break;
} }
return f;
} }

View File

@@ -1,27 +1,37 @@
// src/game/state.h // src/game/state.h
#pragma once #pragma once
#include "mbed.h" #include "mbed.h"
#include "../assets/character_frames.h" #include "../render/player.h"
constexpr auto CRAWL_DURATION = 300ms; constexpr auto CRAWL_DURATION = 300ms;
enum class PlayerState { Walk1, Walk2, Crawl1 }; enum class PlayerState { Walk, Run, Crawl1, Crawl2 };
class WalkingState { struct FrameSelection {
MovementType movement;
int frame_index;
};
class MovementState {
private: private:
PlayerState current_state = PlayerState::Walk1; PlayerState current_state = PlayerState::Walk;
PlayerState previous_state = PlayerState::Walk;
Timer state_timer; Timer state_timer;
int walk_index = 0; // cycles 06
int run_index = 0; // cycles 06
int crawl1_index = 0; // cycles 01
int crawl2_index = 0; // cycles 01
float phase = 0.0f;
public: public:
// MOVED FROM loop.cpp
// Update state (handles crawl timeout)
void update(); void update();
void start_crawl(PlayerState crawl_type);
// State transitions void set_motion_state_for_speed(int player_speed, int ground_speed);
void start_crawl(); void toggle_walk_frame(float player_speed, int tick_counter);
void toggle_walk_frame();
// Getters FrameSelection get_frame_selection() const;
PlayerState get_state() const { return current_state; } PlayerState get_state() const { return current_state; }
CharacterFrame get_character_frame() const;
void set_state(PlayerState s);
}; };

View File

@@ -21,6 +21,5 @@ int main(void) {
serial_port.set_format(8, BufferedSerial::None, 1); serial_port.set_format(8, BufferedSerial::None, 1);
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE); printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
// Just call into render feature render_loop(6);
render_loop(4);
} }

View File

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

View File

@@ -1,6 +1,7 @@
// src/render/background.h // src/render/background.h
#pragma once #pragma once
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, const char *text = nullptr);

View File

@@ -7,29 +7,67 @@
#include "player.h" #include "player.h"
#include "../game/state.h" #include "../game/state.h"
#include "../game/animation.h" #include "../game/animation.h"
#include "../game/collision.h"
#include "../hardware/uart.h" #include "../hardware/uart.h"
#include "../assets/character_frames.h" #include "../render/player.h"
#include "../render/obstacle.h"
#include "../timing/speed_controller.h"
#include "../timing/movement_controller.h"
#include "../game/obstacle_system.h"
extern BufferedSerial serial_port; extern BufferedSerial serial_port;
extern DigitalOut led; extern DigitalOut led;
// Constants // Constants
constexpr int PLAYER_X = 9; // constexpr int PLAYER_X = 9;
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 draw_mask(const char *unused_filename, int shift, const char *text);
void render_loop(int speed) { void render_loop(int speed) {
WalkingState player_state; MovementState player_state;
AnimationController animation; AnimationController animation;
UartReader uart(serial_port); UartReader uart(serial_port);
MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing;
timing.set_ground_speed(speed);
CharacterPosition pos = {PLAYER_X, PLAYER_Y}; CharacterPosition pos = {PLAYER_X, PLAYER_Y};
const char *bg_file = "background_dark_inverted.txt"; const char *bg_file = "background_dark_inverted.txt";
bool need_redraw = false; bool need_redraw = false;
while (true) { int anim_tick_counter = 0;
int tick_counter = 0;
int player_speed = 6;
bool game_over = false;
player_state.set_state(PlayerState::Run);
CrawlObstacleType type = CrawlObstacleType::Crawl1;
int start_x = VIEW_WIDTH + 10;
spawn_obstacle(type, start_x);
Timer spawn_timer;
spawn_timer.start();
while (!game_over) {
tick_counter++;
mover.update_position(player_speed, timing.get_ground_speed());
pos.x = mover.get_position();
if (spawn_timer.elapsed_time() > 2s) {
spawn_timer.reset();
CrawlObstacleType s_type = CrawlObstacleType::Crawl1;
int spawn_x = VIEW_WIDTH;
int idx = spawn_obstacle(s_type, spawn_x);
if (idx >= 0) {
obstacle_pool[idx].active = true;
}
}
need_redraw = false; need_redraw = false;
UartEvent uart_event = uart.poll(); UartEvent uart_event = uart.poll();
@@ -38,8 +76,15 @@ void render_loop(int speed) {
} }
if (uart_event == UartEvent::Triggered) { if (uart_event == UartEvent::Triggered) {
// start crawl frame for x time PlayerState current = player_state.get_state();
player_state.start_crawl();
if (current == PlayerState::Walk || current == PlayerState::Run) {
player_state.start_crawl(PlayerState::Crawl1);
}
else if (current == PlayerState::Crawl1) {
player_state.start_crawl(PlayerState::Crawl2);
}
need_redraw = true; need_redraw = true;
} }
@@ -47,20 +92,45 @@ void render_loop(int speed) {
player_state.update(); player_state.update();
if (animation.tick(speed)) { if (animation.tick(speed)) {
anim_tick_counter++;
int ground_speed = timing.get_ground_speed();
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (obstacle_pool[i].active) {
obstacle_pool[i].data.x -= ground_speed;
// deactivate when offscreen
if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
obstacle_pool[i].active = false;
}
}
need_redraw = true; need_redraw = true;
} }
if (need_redraw) { if (need_redraw) {
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(), uart.get_message());
CharacterFrame player_frame = player_state.get_character_frame(); FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, player_frame); CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
draw_character(draw_pos.x, draw_pos.y, player_frame); draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
// alternate between frame 0 and 1 when not crawling // for (int i = 0; i < MAX_OBSTACLES; i++) {
if (player_state.get_state() != PlayerState::Crawl1) { // if (!obstacle_pool[i].active)
player_state.toggle_walk_frame(); // continue;
}
// draw_obstacle(obstacle_pool[i].data.x, obstacle_pool[i].data.y,
// obstacle_pool[i].type);
// if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
// printf("\033[2J\033[H");
// printf("GAME OVER\r\n");
// game_over = true;
// break;
// }
// }
if (game_over)
break;
ThisThread::sleep_for(50ms); ThisThread::sleep_for(50ms);
} }

View File

@@ -0,0 +1,56 @@
// src/render/obstacle.cpp
#include "obstacle.h"
#include "../assets/obstacle_crawl_frames.h"
#include "../assets/background_frame.h"
#include <cstdio>
// Draws an obstacle using bottombased world coordinates.
// x = left edge of the collision box in world space
// y = bottom edge of the collision box in world space (0 = ground)
void draw_obstacle(int x, int y, CrawlObstacleType type) {
const char **obstacle_frame = nullptr;
int frame_total_height = 0;
// Collisionmodel parameters for this obstacle
int collision_top_offset = 0; // rows from visual top to top of collision box
int collision_height = 0; // rows tall
int collision_left_offset = 0; // columns from visual left to collision left
switch (type) {
case CrawlObstacleType::Crawl1:
obstacle_frame = OBSTACLE_CRAWL1_FRAME;
frame_total_height = OBSTACLE_CRAWL1_FRAME_HEIGHT;
collision_top_offset = OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET;
collision_height = OBSTACLE_CRAWL1_COLLISION_HEIGHT;
collision_left_offset = OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET;
break;
case CrawlObstacleType::Crawl2:
obstacle_frame = OBSTACLE_CRAWL2_FRAME;
frame_total_height = OBSTACLE_CRAWL2_FRAME_HEIGHT;
collision_top_offset = 0;
collision_height = OBSTACLE_CRAWL2_COLLISION_HEIGHT;
collision_left_offset = OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET;
break;
default:
return; // no rendering for invalid type
}
// Convert bottombased (world) coordinates to screen coordinates.
// Y of the collision bottom is given; translate to where to start drawing the visual frame.
const int frame_row_index_bottom = collision_top_offset + collision_height - 1;
const int frame_top_world_y = y + frame_row_index_bottom;
const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y;
// X of the collision box is given; shift left to the visual frame's starting column.
const int frame_screen_x = x - collision_left_offset;
for (int i = 0; i < frame_total_height; i++) {
const int screen_row = frame_top_screen_row + i;
if (screen_row < 1 || screen_row > VIEW_HEIGHT) continue;
printf("\033[%d;%dH%s", screen_row, frame_screen_x + 1, obstacle_frame[i]);
}
fflush(stdout);
}

View File

@@ -0,0 +1,7 @@
// src/render/obstacle.h
#pragma once
#include "../assets/obstacle_crawl_frames.h"
// Draw the obstacle ASCII block starting at given (x, y)
void draw_obstacle(int x, int y, CrawlObstacleType type);

View File

@@ -1,28 +1,46 @@
// src/render/player.cpp // src/render/player.cpp
#include "player.h" #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> #include <cstdio>
void draw_character(int x, int y, CharacterFrame frame) { void draw_character(int x, int y, MovementType movement, int frame_index) {
int frame_index = static_cast<int>(frame); const char **character = nullptr;
if (frame_index < 0 || frame_index >= CHARACTER_FRAME_COUNT)
frame_index = 0; // fallback safety
const char **character = PLAYER_FRAMES[frame_index];
int character_height = 0; int character_height = 0;
switch (frame) { int total_frames = 0;
case CharacterFrame::Walk1:
character_height = CHARACTER_HEIGHT_1; 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; 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; break;
case CharacterFrame::Crawl1:
character_height = CHARACTER_HEIGHT_3; case MovementType::Crawl1:
total_frames = CHARACTER_CRAWL1_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_CRAWL1_FRAMES[frame_index];
character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
break; break;
default:
character_height = CHARACTER_HEIGHT_1; case MovementType::Crawl2:
total_frames = CHARACTER_CRAWL2_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_CRAWL2_FRAMES[frame_index];
character_height = CHARACTER_CRAWL2_FRAME_HEIGHT;
break; break;
} }

View File

@@ -1,6 +1,12 @@
// src/render/player.h // src/render/player.h
#pragma once #pragma once
#include "../assets/character_frames.h"
enum class MovementType {
Walk,
Run,
Crawl1,
Crawl2
};
// Draw the player object starting at given (x, y) // 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);

View File

@@ -1,25 +1,33 @@
// src/render/player_positioning.cpp // src/render/player_positioning.cpp
#include "player_positioning.h" #include "player_positioning.h"
#include "../assets/background_frame.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> #include <cstdio>
// Convert a pivot coordinate (bottom-left) to the top-left draw position CharacterPosition get_aligned_frame_position(CharacterPosition base,
CharacterPosition get_aligned_frame_position(CharacterPosition base, CharacterFrame frame) { MovementType movement,
int frame_index = static_cast<int>(frame); int /*frame_index*/) {
if (frame_index < 0 || frame_index >= CHARACTER_FRAME_COUNT)
frame_index = 0;
int character_height = 0; 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::Crawl1:
character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
break;
case MovementType::Crawl2:
character_height = CHARACTER_CRAWL2_FRAME_HEIGHT;
break;
}
CharacterPosition draw_pos{};
draw_pos.x = base.x; draw_pos.x = base.x;
draw_pos.y = (VIEW_HEIGHT - base.y) - character_height; draw_pos.y = (VIEW_HEIGHT - base.y) - character_height;
return draw_pos; return draw_pos;
} }

View File

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

View File

@@ -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); }
};

View File

@@ -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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// 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.
int frame_advance_for(int object_speed, int tick_counter) const;
};