Files
pvs/semestralka1/src/render/loop.cpp
2025-11-14 19:39:19 +01:00

176 lines
4.4 KiB
C++

// src/render/loop.cpp
#include "loop.h"
#include "../background_dark_inverted.h"
#include "player_positioning.h"
#include "background.h"
#include "mbed.h"
#include "player.h"
#include "player_mask.h"
#include <cstring>
extern BufferedSerial serial_port;
extern DigitalOut led;
// Constants
constexpr size_t BUFFER_SIZE = 64;
constexpr auto CRAWL_DURATION = 300ms;
constexpr auto ANIMATION_TICK = 170ms;
constexpr auto MESSAGE_DISPLAY_DURATION = 1s;
constexpr int PLAYER_X = 9;
constexpr int PLAYER_Y = 6;
// PlayerState is what user pressed. We are mapping CharacterState to it
enum class PlayerState { Walk1, Walk2, Crawl1 };
struct WalkingState {
PlayerState current_state = PlayerState::Walk1;
Timer state_timer;
};
static char rx_buffer[BUFFER_SIZE];
static char message[BUFFER_SIZE];
static bool message_active = false;
void draw_mask(const char *unused_filename, int shift, const char *text);
// Returns:
// 0 = no change - walk1
// 1 = normal redraw - walk2
// 2 = button triggered - crawl1
static int read_uart() {
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) {
led = !led; // toogle ledky
strncpy(message, rx_buffer, sizeof(message) - 1);
message_active = true;
changed = true;
triggered = true;
}
}
// casovac na 1s zobrazenia spravy
static Timer msg_timer;
static bool timer_started = false;
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 2; // LED toggled press
if (changed)
return 1;
return 0;
}
static bool update_animation(Timer &anim_timer, int &shift, int speed) {
if (anim_timer.elapsed_time() >= ANIMATION_TICK) {
// speed determines scroll steps per tick
shift += speed;
anim_timer.reset();
return true;
}
return false;
}
static CharacterFrame get_character_frame(PlayerState state) {
switch (state) {
case PlayerState::Walk1:
return CharacterFrame::Walk1;
case PlayerState::Walk2:
return CharacterFrame::Walk2;
case PlayerState::Crawl1:
return CharacterFrame::Crawl1;
default:
return CharacterFrame::Walk1;
}
}
static void update_player_state(WalkingState &state) {
// stop crawling
if (state.current_state == PlayerState::Crawl1 &&
state.state_timer.elapsed_time() >= CRAWL_DURATION) {
state.current_state = PlayerState::Walk1;
state.state_timer.stop();
}
}
static void toggle_walk_frame(WalkingState &state) {
if (state.current_state == PlayerState::Walk1) {
state.current_state = PlayerState::Walk2;
} else if (state.current_state == PlayerState::Walk2) {
state.current_state = PlayerState::Walk1;
}
}
static void start_crawl(WalkingState &state) {
state.current_state = PlayerState::Crawl1;
state.state_timer.reset();
state.state_timer.start();
}
void render_loop(int speed) {
WalkingState player_state;
Timer anim_timer;
anim_timer.start();
int shift = 0;
CharacterPosition pos = {PLAYER_X, PLAYER_Y};
const char *bg_file = "background_dark_inverted.txt";
bool need_redraw = false;
while (true) {
need_redraw = false;
int uart_state = read_uart(); // returns 0/1/2
if (uart_state == 1) {
need_redraw = true;
}
if (uart_state == 2) {
// start crawl frame for x time
start_crawl(player_state);
need_redraw = true;
}
// Check if crawl duration expired
update_player_state(player_state);
if (update_animation(anim_timer, shift, speed)) {
need_redraw = true;
}
if (need_redraw) {
draw_mask(bg_file, shift, message_active ? message : nullptr);
CharacterFrame player_frame = get_character_frame(player_state.current_state);
CharacterPosition draw_pos = get_aligned_frame_position(pos, player_frame);
draw_character(draw_pos.x, draw_pos.y, player_frame);
// alternate between frame 0 and 1 when not crawling
if (player_state.current_state != PlayerState::Crawl1) {
toggle_walk_frame(player_state);
}
ThisThread::sleep_for(50ms);
}
ThisThread::sleep_for(25ms);
}
}