168 lines
5.1 KiB
C++
168 lines
5.1 KiB
C++
// src/game/state.cpp
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#include "state.h"
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#include "../render/player.h"
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#include "../timing/speed_controller.h"
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#include "../assets/character_run_frames.h"
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#include "../assets/character_walk_frames.h"
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#include "../assets/character_crawl_frames.h"
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#include <cmath>
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namespace {
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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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static inline int compute_frame_index(int frame_count,
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float player_speed,
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int tick_counter) {
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if (frame_count <= 1) return 0;
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if (player_speed <= 0.0f) return 0;
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const int last = frame_count - 1;
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// High-speed pattern: 0, rand(1..last-1), last, rand(1..last-1), ...
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if (player_speed >= 7.0f) {
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// Special-case 2-frame animations
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if (frame_count <= 2) {
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return (tick_counter & 1) ? 1 : 0;
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}
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// Even ticks → extremes (0 or last), alternating each time.
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// Odd ticks → pseudo-random mid in [1..last-1].
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if ((tick_counter & 1) == 0) {
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// Alternate 0 and last on even ticks
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bool choose_zero = ((tick_counter >> 1) & 1) == 0;
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return choose_zero ? 0 : last;
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} else {
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// Simple deterministic PRNG from tick_counter and speed
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unsigned int seed =
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static_cast<unsigned int>(tick_counter) * 1664525u + 1013904223u;
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seed ^= static_cast<unsigned int>(frame_count) * 2654435761u;
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seed ^= static_cast<unsigned int>(player_speed * 997.0f);
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int range = last - 1; // size of 1..last-1
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if (range <= 0) return 0; // safety
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int mid = 1 + static_cast<int>(seed % static_cast<unsigned int>(range));
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return mid;
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}
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}
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// Normal-speed regime: discrete ping‑pong with holds at both ends.
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// - speed 1 => 0,1,2,...,last, last, ..., 2,1, 0,0 ...
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// - speed 2 => advances 2 steps per tick (skipping every second timeline entry)
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// - holds at ends make 0 and last appear more frequently
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const int hold = 2; // how many extra steps to hold at each end
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// One full ping‑pong cycle length:
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// [hold at 0] + [ascend 1..last] + [hold at last] + [descend last-1..0]
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const int ascend_len = last; // produces 1..last (length = last)
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const int descend_len = last; // produces last-1..0 (length = last)
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const int cycle_len = hold + ascend_len + hold + descend_len;
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// Advance by an integer number of steps per tick based on speed
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int step = static_cast<int>(floorf(player_speed + 0.5f));
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if (step < 1) step = 1;
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// Use 64-bit for safety, then fold into cycle length
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const long long pos64 =
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(static_cast<long long>(tick_counter) *
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static_cast<long long>(step)) %
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static_cast<long long>(cycle_len);
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int pos = static_cast<int>(pos64);
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// Map timeline position to frame index
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if (pos < hold) {
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return 0; // hold at 0
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}
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pos -= hold;
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if (pos < ascend_len) {
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// ascend: 1..last
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return (pos + 1);
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}
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pos -= ascend_len;
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if (pos < hold) {
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return last; // hold at last
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}
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pos -= hold;
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// descend: last-1 .. 0
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return last - 1 - pos;
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}
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} // namespace
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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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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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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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phase = 0.0f;
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}
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current_state = s;
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}
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void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed) {
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int relative = player_speed - ground_speed;
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PlayerState new_state = (relative > 1) ? PlayerState::Run : PlayerState::Walk;
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if (new_state != current_state) {
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run_index = 0;
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walk_index = 0;
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}
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current_state = new_state;
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}
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// TODO THIS NEEDS REDESIGN FOR WALK/RUN
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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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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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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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break;
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}
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}
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FrameSelection WalkingState::get_frame_selection() const {
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FrameSelection f{};
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switch (current_state) {
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case PlayerState::Walk:
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f.movement = MovementType::Walk;
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f.frame_index = walk_index;
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break;
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case PlayerState::Run:
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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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break;
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default:
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f.movement = MovementType::Walk;
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f.frame_index = walk_index;
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break;
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}
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return f;
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}
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