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@@ -49,7 +49,7 @@ 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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// 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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@@ -5,7 +5,7 @@
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#include "../assets/character_run_frames.h"
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#include "../assets/character_crawl_frames.h"
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// Simple obstacle representation
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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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@@ -48,7 +48,7 @@ inline bool check_collision(const CharacterPosition& player,
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break;
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}
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// Player's bounding box
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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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@@ -59,7 +59,7 @@ inline bool check_collision(const CharacterPosition& player,
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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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// Simple overlap check
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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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@@ -4,7 +4,7 @@
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#include "../assets/obstacle_crawl_frames.h"
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#include "../assets/background_frame.h"
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// One movable obstacle
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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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@@ -26,7 +26,7 @@ inline int spawn_obstacle(CrawlObstacleType type, int 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 SPRITE touches the top of the screen.
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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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@@ -6,7 +6,6 @@
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#include "collision.h"
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#include "mbed.h"
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// Small helper for minimal mbed-safe clamp
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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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@@ -26,12 +25,8 @@ public:
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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)
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? CrawlObstacleType::Crawl1
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: CrawlObstacleType::Crawl2;
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const int w = (type == CrawlObstacleType::Crawl1)
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? OBSTACLE_CRAWL1_FRAME_WIDTH
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: OBSTACLE_CRAWL2_FRAME_WIDTH;
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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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@@ -21,6 +21,5 @@ int main(void) {
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serial_port.set_format(8, BufferedSerial::None, 1);
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printf("Baud: %d, Format: 8-N-1\r\n", BAUD_RATE);
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// Just call into render feature
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render_loop(6);
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}
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@@ -13,7 +13,5 @@ public:
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int get_ground_speed() const { return ground_speed; }
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// Calculates how many frames to advance for current tick.
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// Takes object’s current speed and a global tick counter
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// to automatically handle slower "wait" behavior.
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int frame_advance_for(int object_speed, int tick_counter) const;
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};
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