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3 Commits
| Author | SHA1 | Date | |
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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 +21,22 @@ 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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@@ -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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@@ -92,22 +93,27 @@ static inline int compute_frame_index(int frame_count,
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void WalkingState::update() {
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// stop crawling after duration
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if (current_state == PlayerState::Crawl &&
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if ((current_state == PlayerState::Crawl1 ||
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current_state == PlayerState::Crawl2) &&
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state_timer.elapsed_time() >= CRAWL_DURATION) {
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current_state = PlayerState::Walk;
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state_timer.stop();
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}
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}
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void WalkingState::start_crawl() {
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current_state = PlayerState::Crawl;
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void WalkingState::start_crawl(PlayerState crawl_type) {
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if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
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return;
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current_state = crawl_type;
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state_timer.stop();
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state_timer.reset();
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state_timer.start();
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}
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void WalkingState::set_state(PlayerState s) {
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if (current_state != s) {
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walk_index = run_index = crawl_index = 0;
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walk_index = run_index = crawl1_index = crawl2_index = 0;
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phase = 0.0f;
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}
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current_state = s;
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@@ -127,18 +133,19 @@ void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed
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void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
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switch (current_state) {
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case PlayerState::Run:
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run_index =
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compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
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run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
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break;
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case PlayerState::Walk:
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walk_index =
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compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
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walk_index = compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
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break;
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case PlayerState::Crawl:
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crawl_index =
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compute_frame_index(CHARACTER_CRAWL_FRAME_COUNT, player_speed, tick_counter);
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case PlayerState::Crawl1:
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crawl1_index = compute_frame_index(CHARACTER_CRAWL1_FRAME_COUNT, player_speed, tick_counter);
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break;
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case PlayerState::Crawl2:
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crawl2_index = compute_frame_index(CHARACTER_CRAWL2_FRAME_COUNT, player_speed, tick_counter);
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break;
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}
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}
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@@ -154,9 +161,13 @@ FrameSelection WalkingState::get_frame_selection() const {
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f.movement = MovementType::Run;
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f.frame_index = run_index;
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break;
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case PlayerState::Crawl:
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f.movement = MovementType::Crawl;
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f.frame_index = crawl_index;
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case PlayerState::Crawl1:
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f.movement = MovementType::Crawl1;
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f.frame_index = crawl1_index;
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break;
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case PlayerState::Crawl2:
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f.movement = MovementType::Crawl2;
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f.frame_index = crawl2_index;
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break;
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default:
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f.movement = MovementType::Walk;
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@@ -5,7 +5,7 @@
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constexpr auto CRAWL_DURATION = 300ms;
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enum class PlayerState { Walk, Run, Crawl };
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enum class PlayerState { Walk, Run, Crawl1, Crawl2 };
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struct FrameSelection {
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MovementType movement;
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@@ -18,12 +18,13 @@ private:
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Timer state_timer;
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int walk_index = 0; // cycles 0‑6
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int run_index = 0; // cycles 0‑6
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int crawl_index = 0; // cycles 0‑1
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int crawl1_index = 0; // cycles 0‑1
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int crawl2_index = 0; // cycles 0‑1
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float phase = 0.0f;
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public:
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void update();
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void start_crawl();
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void start_crawl(PlayerState crawl_type);
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void set_motion_state_for_speed(int player_speed, int ground_speed);
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void toggle_walk_frame(float player_speed, int tick_counter);
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@@ -54,8 +54,17 @@ void render_loop(int speed) {
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}
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if (uart_event == UartEvent::Triggered) {
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// start crawl frame for x time
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player_state.start_crawl();
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PlayerState current = player_state.get_state();
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// pressing UART trigger while walking/running -> Crawl1
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if (current == PlayerState::Walk || current == PlayerState::Run) {
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player_state.start_crawl(PlayerState::Crawl1);
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}
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// pressing again while crawling -> Crawl2
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else if (current == PlayerState::Crawl1) {
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player_state.start_crawl(PlayerState::Crawl2);
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}
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need_redraw = true;
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}
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@@ -27,12 +27,20 @@ void draw_character(int x, int y, MovementType movement, int frame_index) {
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character_height = CHARACTER_RUN_FRAME_HEIGHT;
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break;
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case MovementType::Crawl:
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total_frames = CHARACTER_CRAWL_FRAME_COUNT;
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case MovementType::Crawl1:
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total_frames = CHARACTER_CRAWL1_FRAME_COUNT;
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if (frame_index < 0 || frame_index >= total_frames)
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frame_index = 0;
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character = CHARACTER_CRAWL_FRAMES[frame_index];
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character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
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character = CHARACTER_CRAWL1_FRAMES[frame_index];
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character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
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break;
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case MovementType::Crawl2:
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total_frames = CHARACTER_CRAWL2_FRAME_COUNT;
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if (frame_index < 0 || frame_index >= total_frames)
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frame_index = 0;
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character = CHARACTER_CRAWL2_FRAMES[frame_index];
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character_height = CHARACTER_CRAWL2_FRAME_HEIGHT;
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break;
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}
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@@ -4,7 +4,8 @@
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enum class MovementType {
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Walk,
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Run,
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Crawl
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Crawl1,
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Crawl2
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};
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// Draw the player object starting at given (x, y)
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@@ -18,8 +18,11 @@ CharacterPosition get_aligned_frame_position(CharacterPosition base,
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case MovementType::Run:
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character_height = CHARACTER_RUN_FRAME_HEIGHT;
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break;
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case MovementType::Crawl:
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character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
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case MovementType::Crawl1:
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character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
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break;
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case MovementType::Crawl2:
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character_height = CHARACTER_CRAWL2_FRAME_HEIGHT;
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break;
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}
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