Compare commits
25 Commits
v1.3.5
...
6b10d13695
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ace0e2d706 |
@@ -1,8 +1,8 @@
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// src/assets/character_crawl_frames.h
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#pragma once
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// Crawl frame 1
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static const char *CRAWL_FRAME_1[] = {
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// Crawl1 frame 1
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static const char *CRAWL1_FRAME_1[] = {
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"........",
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"........",
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"...y4@W.",
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@@ -11,8 +11,8 @@ static const char *CRAWL_FRAME_1[] = {
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".aa@s@.."
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};
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// Crawl frame 2
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static const char *CRAWL_FRAME_2[] = {
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// Crawl2 frame 1
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static const char *CRAWL2_FRAME_1[] = {
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"........",
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"........",
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"........",
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@@ -21,18 +21,37 @@ static const char *CRAWL_FRAME_2[] = {
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".a@@PR@L"
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};
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enum class CrawlFrame {
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enum class CrawlType {
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Crawl1 = 0,
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Crawl2,
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COUNT
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};
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static const char **CHARACTER_CRAWL_FRAMES[] = {
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CRAWL_FRAME_1,
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CRAWL_FRAME_2
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static const char **CHARACTER_CRAWL1_FRAMES[] = {
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CRAWL1_FRAME_1,
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};
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static const char **CHARACTER_CRAWL2_FRAMES[] = {
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CRAWL2_FRAME_1,
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};
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static const int CHARACTER_CRAWL_FRAME_COUNT = sizeof(CHARACTER_CRAWL_FRAMES) / sizeof(CHARACTER_CRAWL_FRAMES[0]);
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static const int CHARACTER_CRAWL1_FRAME_COUNT = sizeof(CHARACTER_CRAWL1_FRAMES) / sizeof(CHARACTER_CRAWL1_FRAMES[0]);
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static const int CHARACTER_CRAWL2_FRAME_COUNT = sizeof(CHARACTER_CRAWL2_FRAMES) / sizeof(CHARACTER_CRAWL2_FRAMES[0]);
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// Height (rows per crawl frame)
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static const int CHARACTER_CRAWL_FRAME_HEIGHT = sizeof(CRAWL_FRAME_1) / sizeof(CRAWL_FRAME_1[0]);
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static const int CHARACTER_CRAWL1_FRAME_HEIGHT = sizeof(CRAWL1_FRAME_1) / sizeof(CRAWL1_FRAME_1[0]);
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static const int CHARACTER_CRAWL2_FRAME_HEIGHT = sizeof(CRAWL2_FRAME_1) / sizeof(CRAWL2_FRAME_1[0]);
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// Crawl1 collision box
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static const int CHARACTER_CRAWL1_FRAME_WIDTH = 8;
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static const int CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET = 1;
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static const int CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET = 1;
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static const int CHARACTER_CRAWL1_COLLISION_WIDTH = CHARACTER_CRAWL1_FRAME_WIDTH - (CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET);
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static const int CHARACTER_CRAWL1_COLLISION_HEIGHT = CHARACTER_CRAWL1_FRAME_HEIGHT - 2;
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// Crawl2 collision box (lower posture - smaller collision height)
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static const int CHARACTER_CRAWL2_FRAME_WIDTH = 8;
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static const int CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET = 1;
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static const int CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
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static const int CHARACTER_CRAWL2_COLLISION_WIDTH = CHARACTER_CRAWL2_FRAME_WIDTH - (CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET);
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static const int CHARACTER_CRAWL2_COLLISION_HEIGHT = CHARACTER_CRAWL2_FRAME_HEIGHT - 4;
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@@ -96,3 +96,11 @@ static const int CHARACTER_RUN_FRAME_COUNT = sizeof(CHARACTER_RUN_FRAMES) / size
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// Height (rows per run frame)
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static const int CHARACTER_RUN_FRAME_HEIGHT = sizeof(RUN_FRAME_1) / sizeof(RUN_FRAME_1[0]);
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static const int CHARACTER_RUN_COLLISION_HEIGHT = CHARACTER_RUN_FRAME_HEIGHT;
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static const int CHARACTER_RUN_FRAME_WIDTH = 8;
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static const int CHARACTER_RUN_COLLISION_LEFT_OFFSET = 2;
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static const int CHARACTER_RUN_COLLISION_RIGHT_OFFSET = 2;
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// 8 je width a 2 zlava a 2 zprava
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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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@@ -96,3 +96,9 @@ static const int CHARACTER_WALK_FRAME_COUNT = sizeof(CHARACTER_WALK_FRAMES) / si
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// Height (rows per walk frame)
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static const int CHARACTER_WALK_FRAME_HEIGHT = sizeof(WALK_FRAME_1) / sizeof(WALK_FRAME_1[0]);
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static const int CHARACTER_WALK_FRAME_WIDTH = 6;
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static const int CHARACTER_WALK_COLLISION_LEFT_OFFSET = 1;
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static const int CHARACTER_WALK_COLLISION_RIGHT_OFFSET = 1;
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// 8 je width a 2 zlava a 2 zprava
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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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47
semestralka1/src/assets/obstacle_crawl_frames.h
Normal file
47
semestralka1/src/assets/obstacle_crawl_frames.h
Normal file
@@ -0,0 +1,47 @@
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// src/assets/obstacle_crawl_frames.h
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#pragma once
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#include <cstring>
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// Crawl obstacle for CRAWL1 (2 lines tall)
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static const char *OBSTACLE_CRAWL1_FRAME[] = {
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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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};
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// Crawl obstacle for CRAWL2 (4 lines tall)
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static const char *OBSTACLE_CRAWL2_FRAME[] = {
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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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"###",
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"###"
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};
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enum class CrawlObstacleType { Crawl1 = 0, Crawl2, COUNT };
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static const char **OBSTACLE_CRAWL_FRAMES[] = { OBSTACLE_CRAWL1_FRAME, OBSTACLE_CRAWL2_FRAME };
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// Crawl1 dimensions and collision
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static const int OBSTACLE_CRAWL1_FRAME_HEIGHT = sizeof(OBSTACLE_CRAWL1_FRAME) / sizeof(OBSTACLE_CRAWL1_FRAME[0]);
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static const int OBSTACLE_CRAWL1_FRAME_WIDTH = std::strlen(OBSTACLE_CRAWL1_FRAME[0]);
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static const int OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET = 3;
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static const int OBSTACLE_CRAWL1_COLLISION_RIGHT_OFFSET = 3;
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static const int OBSTACLE_CRAWL1_COLLISION_WIDTH = OBSTACLE_CRAWL1_FRAME_WIDTH - (OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET + OBSTACLE_CRAWL1_COLLISION_RIGHT_OFFSET);
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static const int OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET = 4; // first 4 rows are just empty ('.')
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// collision box height = bottom 2 rows
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static const int OBSTACLE_CRAWL1_COLLISION_HEIGHT = 2;
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// Crawl2 dimensions and collision
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static const int OBSTACLE_CRAWL2_FRAME_HEIGHT = sizeof(OBSTACLE_CRAWL2_FRAME) / sizeof(OBSTACLE_CRAWL2_FRAME[0]);
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static const int OBSTACLE_CRAWL2_FRAME_WIDTH = std::strlen(OBSTACLE_CRAWL2_FRAME[0]);
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static const int OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET = 0;
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static const int OBSTACLE_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
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static const int OBSTACLE_CRAWL2_COLLISION_WIDTH = OBSTACLE_CRAWL2_FRAME_WIDTH - (OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET + OBSTACLE_CRAWL2_COLLISION_RIGHT_OFFSET);
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static const int OBSTACLE_CRAWL2_COLLISION_HEIGHT = OBSTACLE_CRAWL2_FRAME_HEIGHT;
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@@ -14,7 +14,5 @@ public:
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// Update animation, returns true if redraw needed
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bool tick(int speed);
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// Getters
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int get_shift() const { return shift; }
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};
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64
semestralka1/src/game/collision.h
Normal file
64
semestralka1/src/game/collision.h
Normal file
@@ -0,0 +1,64 @@
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// src/game/collision.h
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#pragma once
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#include "../render/player_positioning.h"
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#include "../assets/character_walk_frames.h"
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#include "../assets/character_run_frames.h"
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#include "../assets/character_crawl_frames.h"
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struct Obstacle {
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int x;
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int y;
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int width;
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int height;
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};
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inline bool check_collision(const CharacterPosition& player,
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MovementType movement,
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const Obstacle& obs) {
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// Player is given in bottom-based world coordinates (0 = bottom line)
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const int player_x = player.x;
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const int player_bottom = player.y;
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int box_x = 0;
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int box_w = 0;
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int box_h = 0;
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switch (movement) {
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case MovementType::Walk:
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box_x = player_x + CHARACTER_WALK_COLLISION_LEFT_OFFSET;
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box_w = CHARACTER_WALK_COLLISION_WIDTH;
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box_h = CHARACTER_WALK_FRAME_HEIGHT;
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break;
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case MovementType::Run:
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box_x = player_x + CHARACTER_RUN_COLLISION_LEFT_OFFSET;
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box_w = CHARACTER_RUN_COLLISION_WIDTH;
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box_h = CHARACTER_RUN_COLLISION_HEIGHT;
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break;
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case MovementType::Crawl1:
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box_x = player_x + CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET;
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box_w = CHARACTER_CRAWL1_COLLISION_WIDTH;
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box_h = CHARACTER_CRAWL1_COLLISION_HEIGHT;
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break;
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case MovementType::Crawl2:
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box_x = player_x + CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET;
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box_w = CHARACTER_CRAWL2_COLLISION_WIDTH;
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box_h = CHARACTER_CRAWL2_COLLISION_HEIGHT;
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break;
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}
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// Player bounding box
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const int player_left = box_x;
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const int player_right = player_left + box_w;
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const int player_top = player_bottom + box_h;
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// Obstacle bounding box
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const int obs_left = obs.x;
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const int obs_right = obs.x + obs.width;
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const int obs_bottom = obs.y;
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const int obs_top = obs_bottom + obs.height;
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// Overlap check
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bool horizontal = player_left < obs_right && player_right > obs_left;
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bool vertical = player_bottom < obs_top && player_top > obs_bottom;
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return horizontal && vertical;
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}
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48
semestralka1/src/game/game_over.cpp
Normal file
48
semestralka1/src/game/game_over.cpp
Normal file
@@ -0,0 +1,48 @@
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// src/game/game_over.cpp
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#include "game_over.h"
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#include "mbed.h"
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#include "../render/background.h"
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#include "../assets/background_frame.h"
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#include "../hardware/button.h"
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#include <cstdio>
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void show_game_over_screen(int seconds, ButtonHandler& button) {
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printf("\033[2J\033[H");
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// 34 znakov vo vypise
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const int box_width = 34;
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const int start_col = (VIEW_WIDTH - box_width) / 2;
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const int box_height = 6;
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const int top_padding = (VIEW_HEIGHT - box_height) / 2;
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// Empty rows
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for (int i = 0; i < top_padding; i++) {
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printf("\r\n");
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}
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for (int i = 0; i < start_col; i++) printf(" ");
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printf("==================================\r\n");
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for (int i = 0; i < start_col; i++) printf(" ");
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printf(" G A M E O V E R \r\n");
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for (int i = 0; i < start_col; i++) printf(" ");
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printf("==================================\r\n");
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for (int i = 0; i < start_col; i++) printf(" ");
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printf(" Doba hry %d sekund. \r\n", seconds);
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for (int i = 0; i < start_col; i++) printf(" ");
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printf("==================================\r\n");
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for (int i = 0; i < start_col; i++) printf(" ");
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printf("Stlacte 2x po sebe tlacidlo pre restart\r\n");
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fflush(stdout);
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while (button.poll() != ButtonEvent::Pressed)
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ThisThread::sleep_for(25ms);
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printf("\033[2J\033[H");
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fflush(stdout);
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}
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8
semestralka1/src/game/game_over.h
Normal file
8
semestralka1/src/game/game_over.h
Normal file
@@ -0,0 +1,8 @@
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// src/game/game_over.h
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#pragma once
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#include "mbed.h"
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#include "../hardware/button.h"
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// Displays GAME OVER message with elapsed time.
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// Takes a Timer that was measuring game duration.
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void show_game_over_screen(int seconds, ButtonHandler& button);
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6
semestralka1/src/game/game_state.cpp
Normal file
6
semestralka1/src/game/game_state.cpp
Normal file
@@ -0,0 +1,6 @@
|
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|
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// src/game/game_state.cpp
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#include "game_state.h"
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GameState g_state;
|
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Mutex g_state_mutex;
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36
semestralka1/src/game/game_state.h
Normal file
36
semestralka1/src/game/game_state.h
Normal file
@@ -0,0 +1,36 @@
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// src/game/game_state.h
|
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#pragma once
|
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#include "mbed.h"
|
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#include "../render/player.h"
|
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#include "../render/player_positioning.h"
|
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#include "../assets/obstacle_crawl_frames.h"
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|
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// POZOR JE Z OBSTACLE MANAGERA
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constexpr int MAX_RENDER_OBSTACLES = 6;
|
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|
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struct ObstacleRenderData {
|
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int x;
|
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int y;
|
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CrawlObstacleType type;
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bool active;
|
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};
|
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|
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// All data needed to render one frame
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struct GameState {
|
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CharacterPosition player_pos;
|
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MovementType movement;
|
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int frame_index;
|
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|
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int background_shift;
|
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|
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int current_speed;
|
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ObstacleRenderData obstacles[MAX_RENDER_OBSTACLES];
|
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|
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int elapsed_seconds;
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bool game_over;
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bool need_redraw;
|
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};
|
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|
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// Global shared
|
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extern GameState g_state;
|
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extern Mutex g_state_mutex;
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54
semestralka1/src/game/obstacle_manager.h
Normal file
54
semestralka1/src/game/obstacle_manager.h
Normal file
@@ -0,0 +1,54 @@
|
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// src/game/obstacle_manager.h
|
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#pragma once
|
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#include "../game/collision.h"
|
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#include "../assets/obstacle_crawl_frames.h"
|
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#include "../assets/background_frame.h"
|
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|
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struct MovingObstacle {
|
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Obstacle data;
|
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CrawlObstacleType type;
|
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bool active;
|
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};
|
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|
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constexpr int MAX_OBSTACLES = 6;
|
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static MovingObstacle obstacle_pool[MAX_OBSTACLES];
|
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|
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// Create/reset obstacle
|
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inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
|
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for (int i = 0; i < MAX_OBSTACLES; i++) {
|
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if (!obstacle_pool[i].active) {
|
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obstacle_pool[i].active = true;
|
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obstacle_pool[i].type = type;
|
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obstacle_pool[i].data.x = x_start;
|
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|
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obstacle_pool[i].data.width = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_WIDTH : OBSTACLE_CRAWL2_COLLISION_WIDTH;
|
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obstacle_pool[i].data.height = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_HEIGHT : OBSTACLE_CRAWL2_COLLISION_HEIGHT;
|
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|
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// Default Y so that the character touches the top of the screen.
|
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// We store Y as the bottom of the COLLISION BOX in bottom-based world coords.
|
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int top_offset = 0;
|
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if (type == CrawlObstacleType::Crawl1) {
|
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top_offset = OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET;
|
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} else {
|
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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;
|
||||
}
|
||||
}
|
||||
71
semestralka1/src/game/obstacle_system.h
Normal file
71
semestralka1/src/game/obstacle_system.h
Normal file
@@ -0,0 +1,71 @@
|
||||
// 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) {}
|
||||
|
||||
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 n 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);
|
||||
|
||||
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);
|
||||
}
|
||||
};
|
||||
@@ -1,41 +1,147 @@
|
||||
// src/game/state.cpp
|
||||
#include "state.h"
|
||||
#include <cmath>
|
||||
#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): ping‑pong with holds at both ends
|
||||
// 2) High‑speed (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 ping‑pong 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 ping‑pong 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
|
||||
if (current_state == PlayerState::Crawl &&
|
||||
if ((current_state == PlayerState::Crawl1 ||
|
||||
current_state == PlayerState::Crawl2) &&
|
||||
state_timer.elapsed_time() >= CRAWL_DURATION) {
|
||||
current_state = PlayerState::Walk;
|
||||
current_state = previous_state;
|
||||
state_timer.stop();
|
||||
}
|
||||
}
|
||||
|
||||
void WalkingState::start_crawl() {
|
||||
current_state = PlayerState::Crawl;
|
||||
void MovementState::start_crawl(PlayerState crawl_type) {
|
||||
if (current_state != PlayerState::Crawl1 && current_state != PlayerState::Crawl2) {
|
||||
previous_state = current_state;
|
||||
}
|
||||
|
||||
current_state = crawl_type;
|
||||
state_timer.stop();
|
||||
state_timer.reset();
|
||||
state_timer.start();
|
||||
}
|
||||
|
||||
// TODO THIS NEEDS REDESIGN ACCORDING TO SPEED
|
||||
void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
|
||||
constexpr int FRAME_COUNT = 8;
|
||||
float phase_speed = player_speed * 0.1f; // tune this scaling for animation tempo
|
||||
|
||||
float phase = fmodf(tick_counter * phase_speed, 1.0f);
|
||||
int frame = static_cast<int>((1.0f - fabsf(sinf(phase * M_PI))) * (FRAME_COUNT - 1));
|
||||
|
||||
run_index = frame;
|
||||
void MovementState::set_state(PlayerState s) {
|
||||
if (current_state != s) {
|
||||
walk_index = run_index = crawl1_index = crawl2_index = 0;
|
||||
phase = 0.0f;
|
||||
}
|
||||
current_state = s;
|
||||
}
|
||||
// void RunningState::toggle_run_frame() {
|
||||
// if (++run_index >= 7) run_index = 0;
|
||||
// }
|
||||
|
||||
FrameSelection WalkingState::get_frame_selection() const {
|
||||
FrameSelection f{MovementType::Walk, 0};
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
FrameSelection MovementState::get_frame_selection() const {
|
||||
FrameSelection f{};
|
||||
switch (current_state) {
|
||||
case PlayerState::Walk:
|
||||
f.movement = MovementType::Walk;
|
||||
@@ -45,9 +151,17 @@ FrameSelection WalkingState::get_frame_selection() const {
|
||||
f.movement = MovementType::Run;
|
||||
f.frame_index = run_index;
|
||||
break;
|
||||
case PlayerState::Crawl:
|
||||
f.movement = MovementType::Crawl;
|
||||
f.frame_index = crawl_index;
|
||||
case PlayerState::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:
|
||||
f.movement = MovementType::Walk;
|
||||
f.frame_index = walk_index;
|
||||
break;
|
||||
}
|
||||
return f;
|
||||
|
||||
@@ -5,26 +5,32 @@
|
||||
|
||||
constexpr auto CRAWL_DURATION = 300ms;
|
||||
|
||||
enum class PlayerState { Walk, Run, Crawl };
|
||||
enum class PlayerState { Walk, Run, Crawl1, Crawl2 };
|
||||
|
||||
struct FrameSelection {
|
||||
MovementType movement;
|
||||
int frame_index;
|
||||
};
|
||||
|
||||
class WalkingState {
|
||||
class MovementState {
|
||||
private:
|
||||
PlayerState current_state = PlayerState::Run;
|
||||
PlayerState current_state = PlayerState::Walk;
|
||||
PlayerState previous_state = PlayerState::Walk;
|
||||
Timer state_timer;
|
||||
int walk_index = 0; // cycles 0‑6
|
||||
int run_index = 0; // cycles 0‑6
|
||||
int crawl_index = 0; // cycles 0‑1
|
||||
int crawl1_index = 0; // cycles 0‑1
|
||||
int crawl2_index = 0; // cycles 0‑1
|
||||
float phase = 0.0f;
|
||||
|
||||
public:
|
||||
void update();
|
||||
void start_crawl();
|
||||
void start_crawl(PlayerState crawl_type);
|
||||
|
||||
void toggle_walk_frame(float player_speed, int tick_counter);
|
||||
|
||||
FrameSelection get_frame_selection() const;
|
||||
PlayerState get_state() const { return current_state; }
|
||||
|
||||
void set_state(PlayerState s);
|
||||
};
|
||||
|
||||
33
semestralka1/src/hardware/button.cpp
Normal file
33
semestralka1/src/hardware/button.cpp
Normal file
@@ -0,0 +1,33 @@
|
||||
// src/hardware/button.cpp
|
||||
#include "button.h"
|
||||
|
||||
ButtonHandler::ButtonHandler(PinName pin, PinName led_pin) : button(pin), led(led_pin, 0) {
|
||||
// ISR for button press (falling edge)
|
||||
button.fall(callback(this, &ButtonHandler::on_pressed));
|
||||
}
|
||||
|
||||
void ButtonHandler::on_pressed() {
|
||||
pressed_flag = true;
|
||||
}
|
||||
|
||||
ButtonEvent ButtonHandler::poll() {
|
||||
static Timer blink_timer;
|
||||
static bool blinking = false;
|
||||
|
||||
if (pressed_flag) {
|
||||
pressed_flag = false;
|
||||
led = 1;
|
||||
blink_timer.reset();
|
||||
blink_timer.start();
|
||||
blinking = true;
|
||||
return ButtonEvent::Pressed;
|
||||
}
|
||||
|
||||
if (blinking && blink_timer.elapsed_time() >= 500ms) {
|
||||
led = 0;
|
||||
blink_timer.stop();
|
||||
blinking = false;
|
||||
}
|
||||
|
||||
return ButtonEvent::None;
|
||||
}
|
||||
23
semestralka1/src/hardware/button.h
Normal file
23
semestralka1/src/hardware/button.h
Normal file
@@ -0,0 +1,23 @@
|
||||
// src/hardware/button.h
|
||||
#pragma once
|
||||
#include "mbed.h"
|
||||
|
||||
enum class ButtonEvent {
|
||||
None = 0,
|
||||
Pressed = 1,
|
||||
};
|
||||
|
||||
class ButtonHandler {
|
||||
private:
|
||||
InterruptIn button;
|
||||
DigitalOut led;
|
||||
volatile bool pressed_flag = false;
|
||||
volatile bool blink_flag = false;
|
||||
|
||||
void on_pressed();
|
||||
|
||||
public:
|
||||
ButtonHandler(PinName pin = BUTTON1, PinName led_pin = LED1);
|
||||
|
||||
ButtonEvent poll();
|
||||
};
|
||||
@@ -1,49 +0,0 @@
|
||||
// src/hardware/uart.cpp
|
||||
#include "uart.h"
|
||||
#include <cstring>
|
||||
|
||||
UartReader::UartReader(BufferedSerial &serial) : serial_port(serial) {
|
||||
memset(rx_buffer, 0, sizeof(rx_buffer));
|
||||
memset(message, 0, sizeof(message));
|
||||
}
|
||||
|
||||
UartEvent UartReader::poll() {
|
||||
bool changed = false;
|
||||
bool triggered = false;
|
||||
|
||||
// cita spravu z uartu
|
||||
if (serial_port.readable()) {
|
||||
memset(rx_buffer, 0, sizeof(rx_buffer));
|
||||
ssize_t num = serial_port.read(rx_buffer, sizeof(rx_buffer) - 1);
|
||||
if (num > 0) {
|
||||
strncpy(message, rx_buffer, sizeof(message) - 1);
|
||||
message_active = true;
|
||||
changed = true;
|
||||
triggered = true;
|
||||
}
|
||||
}
|
||||
|
||||
// casovac na 1s zobrazenia spravy
|
||||
if (!timer_started) {
|
||||
msg_timer.start();
|
||||
timer_started = true;
|
||||
}
|
||||
|
||||
// po jednu sekundu sa sprava zobrazi
|
||||
if (message_active && msg_timer.elapsed_time() > MESSAGE_DISPLAY_DURATION) {
|
||||
message_active = false;
|
||||
memset(message, 0, sizeof(message));
|
||||
msg_timer.reset();
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (triggered)
|
||||
return UartEvent::Triggered;
|
||||
if (changed)
|
||||
return UartEvent::MessageUpdate;
|
||||
return UartEvent::NoChange;
|
||||
}
|
||||
|
||||
const char* UartReader::get_message() const {
|
||||
return message_active ? message : nullptr;
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
// src/hardware/uart.h
|
||||
#pragma once
|
||||
#include "mbed.h"
|
||||
#include <cstddef>
|
||||
|
||||
constexpr size_t UART_BUFFER_SIZE = 64;
|
||||
constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
|
||||
|
||||
enum class UartEvent {
|
||||
NoChange = 0, // No new data
|
||||
MessageUpdate = 1, // Message changed (received or expired)
|
||||
Triggered = 2 // New message received (trigger action)
|
||||
};
|
||||
|
||||
class UartReader {
|
||||
private:
|
||||
BufferedSerial &serial_port;
|
||||
|
||||
char rx_buffer[UART_BUFFER_SIZE];
|
||||
char message[UART_BUFFER_SIZE];
|
||||
bool message_active = false;
|
||||
|
||||
Timer msg_timer;
|
||||
bool timer_started = false;
|
||||
|
||||
public:
|
||||
UartReader(BufferedSerial &serial);
|
||||
|
||||
// Poll for UART events
|
||||
UartEvent poll();
|
||||
|
||||
// Get current message (nullptr if no active message)
|
||||
const char* get_message() const;
|
||||
bool has_message() const { return message_active; }
|
||||
};
|
||||
@@ -21,6 +21,7 @@ int main(void) {
|
||||
serial_port.set_format(8, BufferedSerial::None, 1);
|
||||
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
|
||||
|
||||
// Just call into render feature
|
||||
render_loop(6);
|
||||
while (true) {
|
||||
render_loop(4);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
|
||||
void draw_mask(const char *unused_filename, int shift, const char *text) {
|
||||
void draw_mask(const char *unused_filename, int shift) {
|
||||
// Terminal clear + home
|
||||
printf("\033[2J\033[H");
|
||||
|
||||
@@ -25,9 +25,5 @@ void draw_mask(const char *unused_filename, int shift, const char *text) {
|
||||
printf("\r\n");
|
||||
}
|
||||
|
||||
if (text && text[0] != '\0') {
|
||||
printf("\r\n[RX] %s\r\n", text);
|
||||
}
|
||||
|
||||
fflush(stdout);
|
||||
}
|
||||
|
||||
@@ -4,4 +4,4 @@
|
||||
constexpr int VIEW_WIDTH = 90;
|
||||
|
||||
// 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);
|
||||
|
||||
@@ -5,80 +5,216 @@
|
||||
#include "background.h"
|
||||
#include "mbed.h"
|
||||
#include "player.h"
|
||||
#include "background.h"
|
||||
#include "../game/game_over.h"
|
||||
#include "../game/game_state.h"
|
||||
#include "../game/state.h"
|
||||
#include "../game/animation.h"
|
||||
#include "../hardware/uart.h"
|
||||
#include "../game/collision.h"
|
||||
#include "../hardware/button.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 DigitalOut led;
|
||||
ButtonHandler button(BUTTON1, LED1);
|
||||
|
||||
// Constants
|
||||
// constexpr int PLAYER_X = 9;
|
||||
constexpr int PLAYER_X = 29;
|
||||
constexpr int PLAYER_Y = 6;
|
||||
constexpr int STACK_SIZE = 4096;
|
||||
|
||||
void draw_mask(const char *unused_filename, int shift, const char *text);
|
||||
|
||||
void render_loop(int speed) {
|
||||
WalkingState player_state;
|
||||
void logic_loop(void *arg) {
|
||||
int speed = *(int *)arg;
|
||||
MovementState player_state;
|
||||
AnimationController animation;
|
||||
UartReader uart(serial_port);
|
||||
MovementController mover(PLAYER_X, VIEW_WIDTH);
|
||||
SpeedController timing;
|
||||
timing.set_ground_speed(speed);
|
||||
|
||||
CharacterPosition pos = {PLAYER_X, PLAYER_Y};
|
||||
|
||||
const char *bg_file = "background_dark_inverted.txt";
|
||||
bool need_redraw = false;
|
||||
Timer spawn_timer;
|
||||
spawn_timer.start();
|
||||
Timer speed_timer;
|
||||
speed_timer.start();
|
||||
|
||||
int anim_tick_counter = 0;
|
||||
int tick_counter = 0;
|
||||
int player_speed = 5;
|
||||
bool game_over = false;
|
||||
Timer game_timer;
|
||||
game_timer.start();
|
||||
|
||||
while (true) {
|
||||
// Spawn first obstacle
|
||||
if (speed >= 5)
|
||||
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH + 10);
|
||||
|
||||
while (!game_over) {
|
||||
tick_counter++;
|
||||
|
||||
mover.update_position(player_speed, timing.get_ground_speed());
|
||||
if (speed_timer.elapsed_time() >= 6s) {
|
||||
speed++;
|
||||
timing.set_ground_speed(speed);
|
||||
speed_timer.reset();
|
||||
|
||||
// update players animation mode
|
||||
if (speed < 4)
|
||||
player_state.set_state(PlayerState::Walk);
|
||||
else
|
||||
player_state.set_state(PlayerState::Run);
|
||||
}
|
||||
mover.update_position(speed, timing.get_ground_speed());
|
||||
pos.x = mover.get_position();
|
||||
|
||||
need_redraw = false;
|
||||
UartEvent uart_event = uart.poll();
|
||||
|
||||
if (uart_event == UartEvent::MessageUpdate) {
|
||||
need_redraw = true;
|
||||
// Spawn periodically
|
||||
if (speed >= 5 && spawn_timer.elapsed_time() > 6s) {
|
||||
spawn_timer.reset();
|
||||
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH);
|
||||
}
|
||||
|
||||
if (uart_event == UartEvent::Triggered) {
|
||||
// start crawl frame for x time
|
||||
player_state.start_crawl();
|
||||
need_redraw = true;
|
||||
// Handle input
|
||||
if (button.poll() == ButtonEvent::Pressed) {
|
||||
PlayerState current = player_state.get_state();
|
||||
if (current == PlayerState::Walk || current == PlayerState::Run)
|
||||
player_state.start_crawl(PlayerState::Crawl1);
|
||||
else if (current == PlayerState::Crawl1)
|
||||
player_state.start_crawl(PlayerState::Crawl2);
|
||||
}
|
||||
|
||||
// Check if crawl duration expired
|
||||
player_state.update();
|
||||
|
||||
if (animation.tick(speed)) {
|
||||
need_redraw = true;
|
||||
}
|
||||
|
||||
if (need_redraw) {
|
||||
draw_mask(bg_file, animation.get_shift(), uart.get_message());
|
||||
bool anim_tick = animation.tick(speed);
|
||||
if (anim_tick) {
|
||||
anim_tick_counter++;
|
||||
player_state.toggle_walk_frame(speed, anim_tick_counter);
|
||||
FrameSelection frame = player_state.get_frame_selection();
|
||||
|
||||
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);
|
||||
|
||||
int ground_speed = timing.get_ground_speed();
|
||||
bool collision = false;
|
||||
|
||||
if (player_state.get_state() != PlayerState::Crawl) {
|
||||
player_state.toggle_walk_frame(player_speed, tick_counter);
|
||||
for (int i = 0; i < MAX_OBSTACLES; i++) {
|
||||
if (!obstacle_pool[i].active)
|
||||
continue;
|
||||
|
||||
// Keep original position
|
||||
int old_x = obstacle_pool[i].data.x;
|
||||
int new_x = old_x - ground_speed;
|
||||
|
||||
// Remove if fully offscreen after movement
|
||||
if (new_x + obstacle_pool[i].data.width < 0) {
|
||||
obstacle_pool[i].active = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
ThisThread::sleep_for(50ms);
|
||||
// Swept for collision detections at speeds > 1
|
||||
int left_swept = (new_x < old_x) ? new_x : old_x;
|
||||
int right_swept = ((new_x + obstacle_pool[i].data.width) >
|
||||
(old_x + obstacle_pool[i].data.width))
|
||||
? (new_x + obstacle_pool[i].data.width)
|
||||
: (old_x + obstacle_pool[i].data.width);
|
||||
|
||||
// Temporarily create a synthetic obstacle covering the swept range
|
||||
Obstacle swept_obs{};
|
||||
swept_obs.x = left_swept;
|
||||
swept_obs.y = obstacle_pool[i].data.y;
|
||||
swept_obs.width = right_swept - left_swept;
|
||||
swept_obs.height = obstacle_pool[i].data.height;
|
||||
|
||||
if (check_collision(pos, frame.movement, swept_obs)) {
|
||||
collision = true;
|
||||
break;
|
||||
}
|
||||
|
||||
obstacle_pool[i].data.x = new_x;
|
||||
}
|
||||
|
||||
|
||||
g_state_mutex.lock();
|
||||
|
||||
g_state.player_pos = draw_pos;
|
||||
g_state.current_speed = speed;
|
||||
g_state.movement = frame.movement;
|
||||
g_state.frame_index = frame.frame_index;
|
||||
g_state.background_shift = animation.get_shift();
|
||||
g_state.need_redraw = true;
|
||||
g_state.game_over = collision;
|
||||
|
||||
for (int i = 0; i < MAX_OBSTACLES; i++) {
|
||||
g_state.obstacles[i].x = obstacle_pool[i].data.x;
|
||||
g_state.obstacles[i].y = obstacle_pool[i].data.y;
|
||||
g_state.obstacles[i].type = obstacle_pool[i].type;
|
||||
g_state.obstacles[i].active = obstacle_pool[i].active;
|
||||
}
|
||||
|
||||
g_state_mutex.unlock();
|
||||
|
||||
if (collision)
|
||||
game_over = true;
|
||||
}
|
||||
|
||||
ThisThread::sleep_for(25ms);
|
||||
}
|
||||
|
||||
game_timer.stop();
|
||||
int seconds = static_cast<int>(game_timer.elapsed_time().count() / 1000000);
|
||||
|
||||
g_state_mutex.lock();
|
||||
g_state.elapsed_seconds = seconds;
|
||||
g_state.game_over = true;
|
||||
g_state_mutex.unlock();
|
||||
}
|
||||
|
||||
void render_loop_thread() {
|
||||
while (true) {
|
||||
g_state_mutex.lock();
|
||||
bool need = g_state.need_redraw;
|
||||
bool over = g_state.game_over;
|
||||
GameState local = g_state;
|
||||
g_state.need_redraw = false;
|
||||
g_state_mutex.unlock();
|
||||
|
||||
if (over) {
|
||||
show_game_over_screen(local.elapsed_seconds, button);
|
||||
break;
|
||||
}
|
||||
|
||||
if (need) {
|
||||
draw_mask("background", local.background_shift);
|
||||
draw_character(local.player_pos.x, local.player_pos.y, local.movement,
|
||||
local.frame_index);
|
||||
if (local.current_speed >= 5) {
|
||||
for (int i = 0; i < MAX_RENDER_OBSTACLES; i++) {
|
||||
if (local.obstacles[i].active)
|
||||
draw_obstacle(local.obstacles[i].x, local.obstacles[i].y,
|
||||
local.obstacles[i].type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ThisThread::sleep_for(50ms);
|
||||
}
|
||||
}
|
||||
|
||||
void render_loop(int speed) {
|
||||
g_state_mutex.lock();
|
||||
g_state.need_redraw = false;
|
||||
g_state.game_over = false;
|
||||
g_state_mutex.unlock();
|
||||
|
||||
int *speed_ptr = new int(speed);
|
||||
|
||||
Thread logic_thread(osPriorityNormal, STACK_SIZE);
|
||||
Thread render_thread(osPriorityNormal, STACK_SIZE);
|
||||
|
||||
logic_thread.start(callback(logic_loop, (void *)speed_ptr));
|
||||
render_thread.start(render_loop_thread);
|
||||
|
||||
logic_thread.join();
|
||||
render_thread.join();
|
||||
|
||||
delete speed_ptr;
|
||||
}
|
||||
|
||||
51
semestralka1/src/render/obstacle.cpp
Normal file
51
semestralka1/src/render/obstacle.cpp
Normal file
@@ -0,0 +1,51 @@
|
||||
// src/render/obstacle.cpp
|
||||
#include "obstacle.h"
|
||||
#include "../assets/obstacle_crawl_frames.h"
|
||||
#include "../assets/background_frame.h"
|
||||
#include <cstdio>
|
||||
|
||||
// Draws an obstacle using bottom‑based world coordinates.
|
||||
void draw_obstacle(int x, int y, CrawlObstacleType type) {
|
||||
const char **obstacle_frame = nullptr;
|
||||
int frame_total_height = 0;
|
||||
|
||||
int collision_top_offset = 0;
|
||||
int collision_height = 0;
|
||||
int collision_left_offset = 0;
|
||||
|
||||
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 bottom‑based coordinates to screen coordinates.
|
||||
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;
|
||||
|
||||
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);
|
||||
}
|
||||
7
semestralka1/src/render/obstacle.h
Normal file
7
semestralka1/src/render/obstacle.h
Normal 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);
|
||||
@@ -27,12 +27,20 @@ void draw_character(int x, int y, MovementType movement, int frame_index) {
|
||||
character_height = CHARACTER_RUN_FRAME_HEIGHT;
|
||||
break;
|
||||
|
||||
case MovementType::Crawl:
|
||||
total_frames = CHARACTER_CRAWL_FRAME_COUNT;
|
||||
case MovementType::Crawl1:
|
||||
total_frames = CHARACTER_CRAWL1_FRAME_COUNT;
|
||||
if (frame_index < 0 || frame_index >= total_frames)
|
||||
frame_index = 0;
|
||||
character = CHARACTER_CRAWL_FRAMES[frame_index];
|
||||
character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
|
||||
character = CHARACTER_CRAWL1_FRAMES[frame_index];
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
@@ -4,7 +4,8 @@
|
||||
enum class MovementType {
|
||||
Walk,
|
||||
Run,
|
||||
Crawl
|
||||
Crawl1,
|
||||
Crawl2
|
||||
};
|
||||
|
||||
// Draw the player object starting at given (x, y)
|
||||
|
||||
@@ -18,8 +18,11 @@ CharacterPosition get_aligned_frame_position(CharacterPosition base,
|
||||
case MovementType::Run:
|
||||
character_height = CHARACTER_RUN_FRAME_HEIGHT;
|
||||
break;
|
||||
case MovementType::Crawl:
|
||||
character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
|
||||
case MovementType::Crawl1:
|
||||
character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
|
||||
break;
|
||||
case MovementType::Crawl2:
|
||||
character_height = CHARACTER_CRAWL2_FRAME_HEIGHT;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -13,7 +13,5 @@ public:
|
||||
int get_ground_speed() const { return ground_speed; }
|
||||
|
||||
// Calculates how many frames to advance for current tick.
|
||||
// Takes object’s current speed and a global tick counter
|
||||
// to automatically handle slower "wait" behavior.
|
||||
int frame_advance_for(int object_speed, int tick_counter) const;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user