12 Commits

Author SHA1 Message Date
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
15 changed files with 597 additions and 55 deletions

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@@ -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 +21,37 @@ 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]);
// 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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@@ -96,3 +96,11 @@ static const int CHARACTER_RUN_FRAME_COUNT = sizeof(CHARACTER_RUN_FRAMES) / size
// Height (rows per run frame) // 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_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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@@ -96,3 +96,9 @@ static const int CHARACTER_WALK_FRAME_COUNT = sizeof(CHARACTER_WALK_FRAMES) / si
// Height (rows per walk frame) // 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_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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@@ -0,0 +1,47 @@
// 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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@@ -0,0 +1,66 @@
// 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"
// Simple 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's 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;
// Simple 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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@@ -0,0 +1,56 @@
// src/game/obstacle_manager.h
#pragma once
#include "../game/collision.h"
#include "../assets/obstacle_crawl_frames.h"
#include "../assets/background_frame.h"
// One 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 SPRITE 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 +1,78 @@
// 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"
// Small helper for minimal mbed-safe clamp
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);
}
};

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@@ -1,54 +1,178 @@
// src/game/state.cpp // src/game/state.cpp
#include "state.h" #include "state.h"
#include <cmath>
#include "../render/player.h" #include "../render/player.h"
#include "../timing/speed_controller.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(float player_speed, int tick_counter) { if (current_state != s) {
constexpr int FRAME_COUNT = 8; walk_index = run_index = crawl1_index = crawl2_index = 0;
float phase_speed = player_speed * 0.1f; // tune this scaling for animation tempo phase = 0.0f;
}
float phase = fmodf(tick_counter * phase_speed, 1.0f); current_state = s;
int frame = static_cast<int>((1.0f - fabsf(sinf(phase * M_PI))) * (FRAME_COUNT - 1));
run_index = frame;
} }
// void RunningState::toggle_run_frame() {
// if (++run_index >= 7) run_index = 0;
// }
FrameSelection WalkingState::get_frame_selection() const { void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) {
FrameSelection f{MovementType::Walk, 0}; 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) { switch (current_state) {
case PlayerState::Walk:
f.movement = MovementType::Walk;
f.frame_index = walk_index;
break;
case PlayerState::Run: case PlayerState::Run:
f.movement = MovementType::Run; run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
f.frame_index = run_index;
break; break;
case PlayerState::Crawl:
f.movement = MovementType::Crawl; case PlayerState::Walk:
f.frame_index = crawl_index; 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; break;
} }
return f; }
FrameSelection WalkingState::get_frame_selection() const {
FrameSelection f{};
switch (current_state) {
case PlayerState::Walk:
f.movement = MovementType::Walk;
f.frame_index = walk_index;
break;
case PlayerState::Run:
f.movement = MovementType::Run;
f.frame_index = run_index;
break;
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;
} }

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@@ -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;
@@ -14,17 +14,23 @@ struct FrameSelection {
class WalkingState { class WalkingState {
private: private:
PlayerState current_state = PlayerState::Run; PlayerState current_state = PlayerState::Walk;
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 set_motion_state_for_speed(int player_speed, int ground_speed);
void toggle_walk_frame(float player_speed, int tick_counter); 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);
}; };

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@@ -7,10 +7,13 @@
#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 "../render/player.h" #include "../render/player.h"
#include "../render/obstacle.h"
#include "../timing/speed_controller.h" #include "../timing/speed_controller.h"
#include "../timing/movement_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;
@@ -35,15 +38,36 @@ void render_loop(int speed) {
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 tick_counter = 0;
int player_speed = 5; int player_speed = 6;
bool game_over = false;
while (true) { 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++; tick_counter++;
mover.update_position(player_speed, timing.get_ground_speed()); mover.update_position(player_speed, timing.get_ground_speed());
pos.x = mover.get_position(); 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();
@@ -52,8 +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;
} }
@@ -61,21 +92,47 @@ 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());
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);
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active)
continue;
if (player_state.get_state() != PlayerState::Crawl) { draw_obstacle(obstacle_pool[i].data.x,
player_state.toggle_walk_frame(player_speed, tick_counter); 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);

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@@ -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;
} }