9 Commits

Author SHA1 Message Date
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
13 changed files with 318 additions and 57 deletions

View File

@@ -1,8 +1,8 @@
// src/assets/character_crawl_frames.h // src/assets/character_crawl_frames.h
#pragma once #pragma once
// Crawl frame 1 // Crawl1 frame 1
static const char *CRAWL_FRAME_1[] = { static const char *CRAWL1_FRAME_1[] = {
"........", "........",
"........", "........",
"...y4@W.", "...y4@W.",
@@ -11,8 +11,8 @@ static const char *CRAWL_FRAME_1[] = {
".aa@s@.." ".aa@s@.."
}; };
// Crawl frame 2 // Crawl2 frame 1
static const char *CRAWL_FRAME_2[] = { static const char *CRAWL2_FRAME_1[] = {
"........", "........",
"........", "........",
"........", "........",
@@ -21,18 +21,22 @@ static const char *CRAWL_FRAME_2[] = {
".a@@PR@L" ".a@@PR@L"
}; };
enum class CrawlFrame { enum class CrawlType {
Crawl1 = 0, Crawl1 = 0,
Crawl2, Crawl2,
COUNT COUNT
}; };
static const char **CHARACTER_CRAWL_FRAMES[] = { static const char **CHARACTER_CRAWL1_FRAMES[] = {
CRAWL_FRAME_1, CRAWL1_FRAME_1,
CRAWL_FRAME_2 };
static const char **CHARACTER_CRAWL2_FRAMES[] = {
CRAWL2_FRAME_1,
}; };
static const int CHARACTER_CRAWL_FRAME_COUNT = sizeof(CHARACTER_CRAWL_FRAMES) / sizeof(CHARACTER_CRAWL_FRAMES[0]); 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) // Height (rows per crawl frame)
static const int CHARACTER_CRAWL_FRAME_HEIGHT = sizeof(CRAWL_FRAME_1) / sizeof(CRAWL_FRAME_1[0]); 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]);

View File

@@ -1,30 +1,157 @@
// src/game/state.cpp // src/game/state.cpp
#include "state.h" #include "state.h"
#include "../render/player.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>
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 WalkingState::update() { void WalkingState::update() {
// stop crawling after duration // stop crawling after duration
if (current_state == PlayerState::Crawl && if ((current_state == PlayerState::Crawl1 ||
current_state == PlayerState::Crawl2) &&
state_timer.elapsed_time() >= CRAWL_DURATION) { state_timer.elapsed_time() >= CRAWL_DURATION) {
current_state = PlayerState::Walk; current_state = PlayerState::Walk;
state_timer.stop(); state_timer.stop();
} }
} }
void WalkingState::start_crawl() { void WalkingState::start_crawl(PlayerState crawl_type) {
current_state = PlayerState::Crawl; if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
return;
current_state = crawl_type;
state_timer.stop();
state_timer.reset(); state_timer.reset();
state_timer.start(); state_timer.start();
} }
// TODO THIS NEEDS REDESIGN ACCORDING TO SPEED void WalkingState::set_state(PlayerState s) {
void WalkingState::toggle_walk_frame() { if (current_state != s) {
if (++walk_index >= 7) walk_index = 0; walk_index = run_index = crawl1_index = crawl2_index = 0;
phase = 0.0f;
}
current_state = s;
}
void WalkingState::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 WalkingState::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;
}
} }
FrameSelection WalkingState::get_frame_selection() const { FrameSelection WalkingState::get_frame_selection() const {
FrameSelection f{MovementType::Walk, 0}; FrameSelection f{};
switch (current_state) { switch (current_state) {
case PlayerState::Walk: case PlayerState::Walk:
f.movement = MovementType::Walk; f.movement = MovementType::Walk;
@@ -34,9 +161,17 @@ FrameSelection WalkingState::get_frame_selection() const {
f.movement = MovementType::Run; f.movement = MovementType::Run;
f.frame_index = run_index; f.frame_index = run_index;
break; break;
case PlayerState::Crawl: case PlayerState::Crawl1:
f.movement = MovementType::Crawl; f.movement = MovementType::Crawl1;
f.frame_index = crawl_index; f.frame_index = crawl1_index;
break;
case PlayerState::Crawl2:
f.movement = MovementType::Crawl2;
f.frame_index = crawl2_index;
break;
default:
f.movement = MovementType::Walk;
f.frame_index = walk_index;
break; break;
} }
return f; return f;

View File

@@ -5,7 +5,7 @@
constexpr auto CRAWL_DURATION = 300ms; constexpr auto CRAWL_DURATION = 300ms;
enum class PlayerState { Walk, Run, Crawl }; enum class PlayerState { Walk, Run, Crawl1, Crawl2 };
struct FrameSelection { struct FrameSelection {
MovementType movement; MovementType movement;
@@ -18,13 +18,19 @@ private:
Timer state_timer; Timer state_timer;
int walk_index = 0; // cycles 06 int walk_index = 0; // cycles 06
int run_index = 0; // cycles 06 int run_index = 0; // cycles 06
int crawl_index = 0; // cycles 01 int crawl1_index = 0; // cycles 01
int crawl2_index = 0; // cycles 01
float phase = 0.0f;
public: public:
void update(); void update();
void start_crawl(); void start_crawl(PlayerState crawl_type);
void toggle_walk_frame();
void set_motion_state_for_speed(int player_speed, int ground_speed);
void toggle_walk_frame(float player_speed, int tick_counter);
FrameSelection get_frame_selection() const; FrameSelection get_frame_selection() const;
PlayerState get_state() const { return current_state; } PlayerState get_state() const { return current_state; }
void set_state(PlayerState s);
}; };

View File

@@ -22,5 +22,5 @@ int main(void) {
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 // Just call into render feature
render_loop(1); render_loop(6);
} }

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

@@ -9,12 +9,15 @@
#include "../game/animation.h" #include "../game/animation.h"
#include "../hardware/uart.h" #include "../hardware/uart.h"
#include "../render/player.h" #include "../render/player.h"
#include "../timing/speed_controller.h"
#include "../timing/movement_controller.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);
@@ -23,13 +26,26 @@ void render_loop(int speed) {
WalkingState player_state; WalkingState 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;
int anim_tick_counter = 0;
int tick_counter = 0;
int player_speed = 6;
player_state.set_state(PlayerState::Run);
while (true) { while (true) {
tick_counter++;
mover.update_position(player_speed, timing.get_ground_speed());
pos.x = mover.get_position();
need_redraw = false; need_redraw = false;
UartEvent uart_event = uart.poll(); UartEvent uart_event = uart.poll();
@@ -38,8 +54,17 @@ 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();
// pressing UART trigger while walking/running -> Crawl1
if (current == PlayerState::Walk || current == PlayerState::Run) {
player_state.start_crawl(PlayerState::Crawl1);
}
// pressing again while crawling -> Crawl2
else if (current == PlayerState::Crawl1) {
player_state.start_crawl(PlayerState::Crawl2);
}
need_redraw = true; need_redraw = true;
} }
@@ -47,20 +72,18 @@ void render_loop(int speed) {
player_state.update(); player_state.update();
if (animation.tick(speed)) { if (animation.tick(speed)) {
anim_tick_counter++;
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());
FrameSelection frame = player_state.get_frame_selection(); FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index); CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index); draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
if (player_state.get_state() != PlayerState::Crawl) {
player_state.toggle_walk_frame();
}
ThisThread::sleep_for(50ms); ThisThread::sleep_for(50ms);
} }

View File

@@ -27,12 +27,20 @@ void draw_character(int x, int y, MovementType movement, int frame_index) {
character_height = CHARACTER_RUN_FRAME_HEIGHT; character_height = CHARACTER_RUN_FRAME_HEIGHT;
break; break;
case MovementType::Crawl: case MovementType::Crawl1:
total_frames = CHARACTER_CRAWL_FRAME_COUNT; total_frames = CHARACTER_CRAWL1_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames) if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0; frame_index = 0;
character = CHARACTER_CRAWL_FRAMES[frame_index]; character = CHARACTER_CRAWL1_FRAMES[frame_index];
character_height = CHARACTER_CRAWL_FRAME_HEIGHT; character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
break;
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

@@ -4,7 +4,8 @@
enum class MovementType { enum class MovementType {
Walk, Walk,
Run, Run,
Crawl Crawl1,
Crawl2
}; };
// Draw the player object starting at given (x, y) // Draw the player object starting at given (x, y)

View File

@@ -18,8 +18,11 @@ CharacterPosition get_aligned_frame_position(CharacterPosition base,
case MovementType::Run: case MovementType::Run:
character_height = CHARACTER_RUN_FRAME_HEIGHT; character_height = CHARACTER_RUN_FRAME_HEIGHT;
break; break;
case MovementType::Crawl: case MovementType::Crawl1:
character_height = CHARACTER_CRAWL_FRAME_HEIGHT; character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
break;
case MovementType::Crawl2:
character_height = CHARACTER_CRAWL2_FRAME_HEIGHT;
break; break;
} }

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@@ -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); }
};

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@@ -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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@@ -0,0 +1,19 @@
// 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.
// Takes objects current speed and a global tick counter
// to automatically handle slower "wait" behavior.
int frame_advance_for(int object_speed, int tick_counter) const;
};