23 Commits

Author SHA1 Message Date
Priec
6b10d13695 polished like a polish plates 2025-12-14 23:04:32 +01:00
Priec
74dca27c06 button scuffed 2025-12-14 22:57:04 +01:00
Priec
786ead2ffa working restart button 2025-12-14 17:29:33 +01:00
Priec
e5091a33e7 restart button on the game over is now wokring properly well 2025-12-14 17:15:50 +01:00
Priec
3cef68142d game over 2025-12-14 16:38:50 +01:00
Filipriec
17c53ace99 speed bug fixed now properly well 2025-12-11 17:10:55 +01:00
Filipriec
50f523b52d unified speed properly 2025-12-11 16:25:12 +01:00
Priec
42d07e9715 multithreading done 2025-12-11 12:15:20 +01:00
Priec
8382d1caec button press and blinking led on a button press 2025-12-11 11:30:56 +01:00
Priec
165540588f physical button press 2025-12-11 09:29:13 +01:00
Priec
0083fff73a fixed crawling 2025-12-11 08:31:39 +01:00
Filipriec
ca7eac70e4 movement class 2025-11-20 17:37:27 +01:00
Filipriec
3e47f855ed cleaning 2025-11-20 16:45:50 +01:00
Priec
dd410c6f6c collisions happen properly now 2025-11-18 01:02:13 +01:00
Priec
967b377e76 proper placement of the obstacles 2025-11-18 00:19:17 +01:00
Priec
cf30946c0d obstacles comming properly well 2025-11-17 21:24:10 +01:00
Priec
2af725bfe7 starting outside of the view and bringing that bad boy in 2025-11-17 19:28:06 +01:00
Priec
c56dac3b6a obstacles finally spawning 2025-11-17 18:59:14 +01:00
Priec
ae2b8b91aa obstacles added fully now 2025-11-17 16:37:34 +01:00
Priec
34c9d76389 collisions of character 2025-11-17 13:06:53 +01:00
Priec
09454e3ab4 crawl trigger bug fixed 2025-11-17 11:30:52 +01:00
Priec
07e295f2d9 crawl command fixed 2025-11-17 00:20:41 +01:00
Filipriec
42ad5ee7a2 crawl was redesigned to crwal1 and crawl2 2025-11-16 22:40:09 +01:00
28 changed files with 722 additions and 181 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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@@ -14,7 +14,5 @@ public:
// Update animation, returns true if redraw needed // Update animation, returns true if redraw needed
bool tick(int speed); bool tick(int speed);
// Getters
int get_shift() const { return shift; } int get_shift() const { return shift; }
}; };

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@@ -0,0 +1,64 @@
// 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"
struct Obstacle {
int x;
int y;
int width;
int height;
};
inline bool check_collision(const CharacterPosition& player,
MovementType movement,
const Obstacle& obs) {
// Player is given in bottom-based world coordinates (0 = bottom line)
const int player_x = player.x;
const int player_bottom = player.y;
int box_x = 0;
int box_w = 0;
int box_h = 0;
switch (movement) {
case MovementType::Walk:
box_x = player_x + CHARACTER_WALK_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_WALK_COLLISION_WIDTH;
box_h = CHARACTER_WALK_FRAME_HEIGHT;
break;
case MovementType::Run:
box_x = player_x + CHARACTER_RUN_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_RUN_COLLISION_WIDTH;
box_h = CHARACTER_RUN_COLLISION_HEIGHT;
break;
case MovementType::Crawl1:
box_x = player_x + CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_CRAWL1_COLLISION_WIDTH;
box_h = CHARACTER_CRAWL1_COLLISION_HEIGHT;
break;
case MovementType::Crawl2:
box_x = player_x + CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_CRAWL2_COLLISION_WIDTH;
box_h = CHARACTER_CRAWL2_COLLISION_HEIGHT;
break;
}
// Player bounding box
const int player_left = box_x;
const int player_right = player_left + box_w;
const int player_top = player_bottom + box_h;
// Obstacle bounding box
const int obs_left = obs.x;
const int obs_right = obs.x + obs.width;
const int obs_bottom = obs.y;
const int obs_top = obs_bottom + obs.height;
// Overlap check
bool horizontal = player_left < obs_right && player_right > obs_left;
bool vertical = player_bottom < obs_top && player_top > obs_bottom;
return horizontal && vertical;
}

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@@ -0,0 +1,48 @@
// src/game/game_over.cpp
#include "game_over.h"
#include "mbed.h"
#include "../render/background.h"
#include "../assets/background_frame.h"
#include "../hardware/button.h"
#include <cstdio>
void show_game_over_screen(int seconds, ButtonHandler& button) {
printf("\033[2J\033[H");
// 34 znakov vo vypise
const int box_width = 34;
const int start_col = (VIEW_WIDTH - box_width) / 2;
const int box_height = 6;
const int top_padding = (VIEW_HEIGHT - box_height) / 2;
// Empty rows
for (int i = 0; i < top_padding; i++) {
printf("\r\n");
}
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf(" G A M E O V E R \r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf(" Doba hry %d sekund. \r\n", seconds);
for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n");
for (int i = 0; i < start_col; i++) printf(" ");
printf("Stlacte 2x po sebe tlacidlo pre restart\r\n");
fflush(stdout);
while (button.poll() != ButtonEvent::Pressed)
ThisThread::sleep_for(25ms);
printf("\033[2J\033[H");
fflush(stdout);
}

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@@ -0,0 +1,8 @@
// src/game/game_over.h
#pragma once
#include "mbed.h"
#include "../hardware/button.h"
// Displays GAME OVER message with elapsed time.
// Takes a Timer that was measuring game duration.
void show_game_over_screen(int seconds, ButtonHandler& button);

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@@ -0,0 +1,6 @@
// src/game/game_state.cpp
#include "game_state.h"
GameState g_state;
Mutex g_state_mutex;

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@@ -0,0 +1,36 @@
// src/game/game_state.h
#pragma once
#include "mbed.h"
#include "../render/player.h"
#include "../render/player_positioning.h"
#include "../assets/obstacle_crawl_frames.h"
// POZOR JE Z OBSTACLE MANAGERA
constexpr int MAX_RENDER_OBSTACLES = 6;
struct ObstacleRenderData {
int x;
int y;
CrawlObstacleType type;
bool active;
};
// All data needed to render one frame
struct GameState {
CharacterPosition player_pos;
MovementType movement;
int frame_index;
int background_shift;
int current_speed;
ObstacleRenderData obstacles[MAX_RENDER_OBSTACLES];
int elapsed_seconds;
bool game_over;
bool need_redraw;
};
// Global shared
extern GameState g_state;
extern Mutex g_state_mutex;

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@@ -0,0 +1,54 @@
// src/game/obstacle_manager.h
#pragma once
#include "../game/collision.h"
#include "../assets/obstacle_crawl_frames.h"
#include "../assets/background_frame.h"
struct MovingObstacle {
Obstacle data;
CrawlObstacleType type;
bool active;
};
constexpr int MAX_OBSTACLES = 6;
static MovingObstacle obstacle_pool[MAX_OBSTACLES];
// Create/reset obstacle
inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) {
obstacle_pool[i].active = true;
obstacle_pool[i].type = type;
obstacle_pool[i].data.x = x_start;
obstacle_pool[i].data.width = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_WIDTH : OBSTACLE_CRAWL2_COLLISION_WIDTH;
obstacle_pool[i].data.height = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_HEIGHT : OBSTACLE_CRAWL2_COLLISION_HEIGHT;
// Default Y so that the character touches the top of the screen.
// We store Y as the bottom of the COLLISION BOX in bottom-based world coords.
int top_offset = 0;
if (type == CrawlObstacleType::Crawl1) {
top_offset = OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET;
} else {
top_offset = 0;
}
const int i_bottom_of_collision = top_offset + obstacle_pool[i].data.height - 1;
// Top of screen in world coords is VIEW_HEIGHT - 1
const int collision_bottom_world_y = (VIEW_HEIGHT - 1) - i_bottom_of_collision;
obstacle_pool[i].data.y = collision_bottom_world_y;
return i;
}
}
return -1;
}
// Update X positions, mark inactive if offscreen
inline void update_obstacles(int shift_speed) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) continue;
obstacle_pool[i].data.x -= shift_speed;
if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
obstacle_pool[i].active = false;
}
}

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@@ -0,0 +1,71 @@
// 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);
}
};

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@@ -8,6 +8,7 @@
#include <cmath> #include <cmath>
namespace { namespace {
// Vygenerovane AI, proste to nahodne vymiena obrazky - assests
// Frame selector with two regimes: // Frame selector with two regimes:
// 1) Normal (speed <= 6): pingpong with holds at both ends // 1) Normal (speed <= 6): pingpong with holds at both ends
// 2) Highspeed (speed >= 7): 0, random(1..last-1), last, random(1..last-1)... // 2) Highspeed (speed >= 7): 0, random(1..last-1), last, random(1..last-1)...
@@ -90,60 +91,56 @@ static inline int compute_frame_index(int frame_count,
} }
} // namespace } // namespace
void WalkingState::update() { void MovementState::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 = previous_state;
state_timer.stop(); state_timer.stop();
} }
} }
void WalkingState::start_crawl() { void MovementState::start_crawl(PlayerState crawl_type) {
current_state = PlayerState::Crawl; 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.reset();
state_timer.start(); state_timer.start();
} }
void WalkingState::set_state(PlayerState s) { void MovementState::set_state(PlayerState s) {
if (current_state != s) { if (current_state != s) {
walk_index = run_index = crawl_index = 0; walk_index = run_index = crawl1_index = crawl2_index = 0;
phase = 0.0f; phase = 0.0f;
} }
current_state = s; current_state = s;
} }
void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) { void MovementState::toggle_walk_frame(float player_speed, int tick_counter) {
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::Run: case PlayerState::Run:
run_index = run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
break; break;
case PlayerState::Walk: case PlayerState::Walk:
walk_index = walk_index = compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
break; break;
case PlayerState::Crawl: case PlayerState::Crawl1:
crawl_index = crawl1_index = compute_frame_index(CHARACTER_CRAWL1_FRAME_COUNT, player_speed, tick_counter);
compute_frame_index(CHARACTER_CRAWL_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;
} }
} }
FrameSelection WalkingState::get_frame_selection() const { FrameSelection MovementState::get_frame_selection() const {
FrameSelection f{}; FrameSelection f{};
switch (current_state) { switch (current_state) {
case PlayerState::Walk: case PlayerState::Walk:
@@ -154,9 +151,13 @@ 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; break;
default: default:
f.movement = MovementType::Walk; f.movement = MovementType::Walk;

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@@ -5,27 +5,28 @@
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;
int frame_index; int frame_index;
}; };
class WalkingState { class MovementState {
private: private:
PlayerState current_state = PlayerState::Walk; PlayerState current_state = PlayerState::Walk;
PlayerState previous_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; 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;

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@@ -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;
}

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@@ -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();
};

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@@ -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;
}

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@@ -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; }
};

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@@ -21,6 +21,7 @@ int main(void) {
serial_port.set_format(8, BufferedSerial::None, 1); serial_port.set_format(8, BufferedSerial::None, 1);
printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE); printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
// Just call into render feature while (true) {
render_loop(6); render_loop(4);
}
} }

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@@ -5,7 +5,7 @@
#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) {
// Terminal clear + home // Terminal clear + home
printf("\033[2J\033[H"); printf("\033[2J\033[H");
@@ -25,9 +25,5 @@ void draw_mask(const char *unused_filename, int shift, const char *text) {
printf("\r\n"); printf("\r\n");
} }
if (text && text[0] != '\0') {
printf("\r\n[RX] %s\r\n", text);
}
fflush(stdout); fflush(stdout);
} }

View File

@@ -4,4 +4,4 @@
constexpr int VIEW_WIDTH = 90; 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);

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@@ -5,79 +5,216 @@
#include "background.h" #include "background.h"
#include "mbed.h" #include "mbed.h"
#include "player.h" #include "player.h"
#include "background.h"
#include "../game/game_over.h"
#include "../game/game_state.h"
#include "../game/state.h" #include "../game/state.h"
#include "../game/animation.h" #include "../game/animation.h"
#include "../hardware/uart.h" #include "../game/collision.h"
#include "../hardware/button.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 DigitalOut led; extern DigitalOut led;
ButtonHandler button(BUTTON1, LED1);
// Constants // Constants
// constexpr int PLAYER_X = 9; // constexpr int PLAYER_X = 9;
constexpr int PLAYER_X = 29; constexpr int PLAYER_X = 29;
constexpr int PLAYER_Y = 6; constexpr int PLAYER_Y = 6;
constexpr int STACK_SIZE = 4096;
void draw_mask(const char *unused_filename, int shift, const char *text); void logic_loop(void *arg) {
int speed = *(int *)arg;
void render_loop(int speed) { MovementState player_state;
WalkingState player_state;
AnimationController animation; AnimationController animation;
UartReader uart(serial_port);
MovementController mover(PLAYER_X, VIEW_WIDTH); MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing; SpeedController timing;
timing.set_ground_speed(speed); 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"; Timer spawn_timer;
bool need_redraw = false; spawn_timer.start();
Timer speed_timer;
speed_timer.start();
int anim_tick_counter = 0; int anim_tick_counter = 0;
int tick_counter = 0; int tick_counter = 0;
int player_speed = 6; bool game_over = false;
Timer game_timer;
game_timer.start();
player_state.set_state(PlayerState::Run); // Spawn first obstacle
while (true) { if (speed >= 5)
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH + 10);
while (!game_over) {
tick_counter++; 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(); pos.x = mover.get_position();
need_redraw = false; // Spawn periodically
UartEvent uart_event = uart.poll(); if (speed >= 5 && spawn_timer.elapsed_time() > 6s) {
spawn_timer.reset();
if (uart_event == UartEvent::MessageUpdate) { spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH);
need_redraw = true;
} }
if (uart_event == UartEvent::Triggered) { // Handle input
// start crawl frame for x time if (button.poll() == ButtonEvent::Pressed) {
player_state.start_crawl(); PlayerState current = player_state.get_state();
need_redraw = true; 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(); player_state.update();
if (animation.tick(speed)) { bool anim_tick = animation.tick(speed);
if (anim_tick) {
anim_tick_counter++; anim_tick_counter++;
need_redraw = true; player_state.toggle_walk_frame(speed, anim_tick_counter);
}
if (need_redraw) {
player_state.toggle_walk_frame(player_speed, anim_tick_counter);
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);
ThisThread::sleep_for(50ms); int ground_speed = timing.get_ground_speed();
bool collision = false;
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;
}
// 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); 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;
} }

View 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 bottombased 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 bottombased 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);
}

View File

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

View File

@@ -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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@@ -13,7 +13,5 @@ public:
int get_ground_speed() const { return ground_speed; } int get_ground_speed() const { return ground_speed; }
// Calculates how many frames to advance for current tick. // 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; int frame_advance_for(int object_speed, int tick_counter) const;
}; };