Compare commits
12 Commits
v1.4.0
...
ca7eac70e4
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ca7eac70e4 | ||
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3e47f855ed | ||
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dd410c6f6c | ||
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967b377e76 | ||
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cf30946c0d | ||
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2af725bfe7 | ||
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c56dac3b6a | ||
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ae2b8b91aa | ||
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34c9d76389 | ||
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09454e3ab4 | ||
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07e295f2d9 | ||
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42ad5ee7a2 |
@@ -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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66
semestralka1/src/game/collision.h
Normal file
66
semestralka1/src/game/collision.h
Normal file
@@ -0,0 +1,66 @@
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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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// Obstacle representation
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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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// Axis-aligned bounding-box collision
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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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56
semestralka1/src/game/obstacle_manager.h
Normal file
56
semestralka1/src/game/obstacle_manager.h
Normal file
@@ -0,0 +1,56 @@
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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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// Movable obstacle
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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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// Fixed obstacle pool
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constexpr int MAX_OBSTACLES = 6;
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static MovingObstacle obstacle_pool[MAX_OBSTACLES];
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// Create / reset obstacle in one slot
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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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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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// 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;
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}
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const int i_bottom_of_collision = top_offset + obstacle_pool[i].data.height - 1;
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// Top of screen in world coords is VIEW_HEIGHT - 1
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const int collision_bottom_world_y = (VIEW_HEIGHT - 1) - i_bottom_of_collision;
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obstacle_pool[i].data.y = collision_bottom_world_y;
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return i;
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}
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}
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return -1;
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}
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// Update X positions; mark inactive if offscreen
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inline void update_obstacles(int shift_speed) {
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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if (!obstacle_pool[i].active) continue;
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obstacle_pool[i].data.x -= shift_speed;
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if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
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obstacle_pool[i].active = false;
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}
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}
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73
semestralka1/src/game/obstacle_system.h
Normal file
73
semestralka1/src/game/obstacle_system.h
Normal file
@@ -0,0 +1,73 @@
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// src/game/obstacle_system.h
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#pragma once
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#include "obstacle_manager.h"
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#include "../render/player_positioning.h"
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#include "../assets/obstacle_crawl_frames.h"
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#include "collision.h"
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#include "mbed.h"
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inline int clamp_min(int a, int b) { return (a > b) ? a : b; }
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inline int clamp_max(int a, int b) { return (a < b) ? a : b; }
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// Handles spawning, movement, rendering, and collision of obstacles
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class ObstacleSystem {
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public:
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ObstacleSystem() : tick_counter_(0), spawn_index_(0) {}
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// Called once per frame
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bool update_and_draw(const CharacterPosition &player_pos,
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MovementType player_movement) {
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// Update timers, move existing obstacles
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tick_counter_++;
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if (tick_counter_ % UPDATE_INTERVAL == 0) {
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update_obstacles(1);
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}
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// Periodically spawn new obstacle
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if (tick_counter_ % SPAWN_EVERY_TICKS == 0) {
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auto type = (spawn_index_++ % 2 == 0) ? CrawlObstacleType::Crawl1 : CrawlObstacleType::Crawl2;
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const int w = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_FRAME_WIDTH : OBSTACLE_CRAWL2_FRAME_WIDTH;
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spawn_obstacle(type, VIEW_WIDTH - w - 1);
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}
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// Draw & collision check
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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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continue;
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const char **frame = nullptr;
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int height = 0;
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if (obstacle_pool[i].type == CrawlObstacleType::Crawl1) {
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frame = OBSTACLE_CRAWL1_FRAME;
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height = OBSTACLE_CRAWL1_FRAME_HEIGHT;
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} else {
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frame = OBSTACLE_CRAWL2_FRAME;
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height = OBSTACLE_CRAWL2_FRAME_HEIGHT;
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}
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draw_clipped_obstacle(obstacle_pool[i], frame, height);
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// Collision check
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if (check_collision(player_pos, player_movement,
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obstacle_pool[i].data)) {
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printf("\033[2J\033[H");
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printf("GAME OVER\r\n");
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return true;
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}
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}
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return false;
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}
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private:
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static constexpr int SPAWN_EVERY_TICKS = 35;
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static constexpr int UPDATE_INTERVAL = 1; // move obstacles each frame
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int tick_counter_;
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int spawn_index_;
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static void draw_clipped_obstacle(const MovingObstacle &obs,
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const char ** /*frame*/,
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int /*frame_height*/) {
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draw_obstacle(obs.data.x, obs.data.y, obs.type);
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}
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};
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@@ -8,6 +8,7 @@
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#include <cmath>
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namespace {
|
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// Vygenerovane AI, proste to nahodne vymiena obrazky - assests
|
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// Frame selector with two regimes:
|
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// 1) Normal (speed <= 6): ping‑pong with holds at both ends
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// 2) High‑speed (speed >= 7): 0, random(1..last-1), last, random(1..last-1)...
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@@ -90,30 +91,36 @@ static inline int compute_frame_index(int frame_count,
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}
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} // namespace
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void WalkingState::update() {
|
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void MovementState::update() {
|
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// 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;
|
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state_timer.stop();
|
||||
}
|
||||
}
|
||||
|
||||
void WalkingState::start_crawl() {
|
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current_state = PlayerState::Crawl;
|
||||
void MovementState::start_crawl(PlayerState crawl_type) {
|
||||
if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
|
||||
return;
|
||||
|
||||
previous_state = current_state;
|
||||
current_state = crawl_type;
|
||||
state_timer.stop();
|
||||
state_timer.reset();
|
||||
state_timer.start();
|
||||
}
|
||||
|
||||
void WalkingState::set_state(PlayerState s) {
|
||||
void MovementState::set_state(PlayerState s) {
|
||||
if (current_state != s) {
|
||||
walk_index = run_index = crawl_index = 0;
|
||||
walk_index = run_index = crawl1_index = crawl2_index = 0;
|
||||
phase = 0.0f;
|
||||
}
|
||||
current_state = s;
|
||||
}
|
||||
|
||||
void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) {
|
||||
void MovementState::set_motion_state_for_speed(int player_speed, int ground_speed) {
|
||||
int relative = player_speed - ground_speed;
|
||||
PlayerState new_state = (relative > 1) ? PlayerState::Run : PlayerState::Walk;
|
||||
if (new_state != current_state) {
|
||||
@@ -124,26 +131,27 @@ void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed
|
||||
}
|
||||
|
||||
// TODO THIS NEEDS REDESIGN FOR WALK/RUN
|
||||
void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
|
||||
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);
|
||||
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);
|
||||
walk_index = compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
|
||||
break;
|
||||
|
||||
case PlayerState::Crawl:
|
||||
crawl_index =
|
||||
compute_frame_index(CHARACTER_CRAWL_FRAME_COUNT, player_speed, tick_counter);
|
||||
case PlayerState::Crawl1:
|
||||
crawl1_index = compute_frame_index(CHARACTER_CRAWL1_FRAME_COUNT, player_speed, tick_counter);
|
||||
break;
|
||||
|
||||
case PlayerState::Crawl2:
|
||||
crawl2_index = compute_frame_index(CHARACTER_CRAWL2_FRAME_COUNT, player_speed, tick_counter);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
FrameSelection WalkingState::get_frame_selection() const {
|
||||
FrameSelection MovementState::get_frame_selection() const {
|
||||
FrameSelection f{};
|
||||
switch (current_state) {
|
||||
case PlayerState::Walk:
|
||||
@@ -154,9 +162,13 @@ 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;
|
||||
|
||||
@@ -5,25 +5,27 @@
|
||||
|
||||
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::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 set_motion_state_for_speed(int player_speed, int ground_speed);
|
||||
void toggle_walk_frame(float player_speed, int tick_counter);
|
||||
|
||||
@@ -21,6 +21,5 @@ 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);
|
||||
}
|
||||
|
||||
@@ -7,10 +7,13 @@
|
||||
#include "player.h"
|
||||
#include "../game/state.h"
|
||||
#include "../game/animation.h"
|
||||
#include "../game/collision.h"
|
||||
#include "../hardware/uart.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;
|
||||
@@ -23,7 +26,7 @@ constexpr int PLAYER_Y = 6;
|
||||
void draw_mask(const char *unused_filename, int shift, const char *text);
|
||||
|
||||
void render_loop(int speed) {
|
||||
WalkingState player_state;
|
||||
MovementState player_state;
|
||||
AnimationController animation;
|
||||
UartReader uart(serial_port);
|
||||
MovementController mover(PLAYER_X, VIEW_WIDTH);
|
||||
@@ -38,14 +41,33 @@ void render_loop(int speed) {
|
||||
int anim_tick_counter = 0;
|
||||
int tick_counter = 0;
|
||||
int player_speed = 6;
|
||||
bool game_over = false;
|
||||
|
||||
player_state.set_state(PlayerState::Run);
|
||||
while (true) {
|
||||
|
||||
CrawlObstacleType type = CrawlObstacleType::Crawl1;
|
||||
int start_x = VIEW_WIDTH + 10;
|
||||
spawn_obstacle(type, start_x);
|
||||
|
||||
Timer spawn_timer;
|
||||
spawn_timer.start();
|
||||
|
||||
while (!game_over) {
|
||||
tick_counter++;
|
||||
|
||||
mover.update_position(player_speed, timing.get_ground_speed());
|
||||
pos.x = mover.get_position();
|
||||
|
||||
if (spawn_timer.elapsed_time() > 2s) {
|
||||
spawn_timer.reset();
|
||||
CrawlObstacleType s_type = CrawlObstacleType::Crawl1;
|
||||
int spawn_x = VIEW_WIDTH;
|
||||
int idx = spawn_obstacle(s_type, spawn_x);
|
||||
if (idx >= 0) {
|
||||
obstacle_pool[idx].active = true;
|
||||
}
|
||||
}
|
||||
|
||||
need_redraw = false;
|
||||
UartEvent uart_event = uart.poll();
|
||||
|
||||
@@ -54,8 +76,15 @@ void render_loop(int speed) {
|
||||
}
|
||||
|
||||
if (uart_event == UartEvent::Triggered) {
|
||||
// start crawl frame for x time
|
||||
player_state.start_crawl();
|
||||
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);
|
||||
}
|
||||
|
||||
need_redraw = true;
|
||||
}
|
||||
|
||||
@@ -64,6 +93,16 @@ void render_loop(int 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;
|
||||
}
|
||||
|
||||
@@ -75,6 +114,24 @@ void render_loop(int speed) {
|
||||
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);
|
||||
|
||||
// for (int i = 0; i < MAX_OBSTACLES; i++) {
|
||||
// if (!obstacle_pool[i].active)
|
||||
// continue;
|
||||
|
||||
// draw_obstacle(obstacle_pool[i].data.x, obstacle_pool[i].data.y,
|
||||
// obstacle_pool[i].type);
|
||||
|
||||
// if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
|
||||
// printf("\033[2J\033[H");
|
||||
// printf("GAME OVER\r\n");
|
||||
// game_over = true;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
if (game_over)
|
||||
break;
|
||||
|
||||
ThisThread::sleep_for(50ms);
|
||||
}
|
||||
|
||||
|
||||
56
semestralka1/src/render/obstacle.cpp
Normal file
56
semestralka1/src/render/obstacle.cpp
Normal 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 bottom‑based 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;
|
||||
|
||||
// Collision‑model 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 bottom‑based (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);
|
||||
}
|
||||
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