polished like a polish plates
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@@ -14,7 +14,5 @@ public:
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// Update animation, returns true if redraw needed
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bool tick(int speed);
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// Getters
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int get_shift() const { return shift; }
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};
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@@ -5,7 +5,6 @@
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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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@@ -3,6 +3,6 @@
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#include "mbed.h"
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#include "../hardware/button.h"
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// Displays game over message with elapsed time.
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// Displays GAME OVER message with elapsed time.
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// Takes a Timer that was measuring game duration.
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void show_game_over_screen(int seconds, ButtonHandler& button);
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@@ -5,7 +5,7 @@
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#include "../render/player_positioning.h"
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#include "../assets/obstacle_crawl_frames.h"
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// POZOR Z OBSTACLE MANAGERA
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// POZOR JE Z OBSTACLE MANAGERA
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constexpr int MAX_RENDER_OBSTACLES = 6;
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struct ObstacleRenderData {
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@@ -31,6 +31,6 @@ struct GameState {
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bool need_redraw;
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};
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// Global shared state and mutex
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// Global shared
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extern GameState g_state;
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extern Mutex g_state_mutex;
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@@ -13,7 +13,7 @@ struct MovingObstacle {
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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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// Create/reset obstacle
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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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@@ -14,7 +14,6 @@ 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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@@ -30,7 +29,7 @@ public:
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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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// Draw n 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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@@ -47,7 +46,6 @@ public:
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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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@@ -60,7 +60,7 @@ void logic_loop(void *arg) {
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timing.set_ground_speed(speed);
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speed_timer.reset();
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// update player's animation mode
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// update players animation mode
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if (speed < 4)
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player_state.set_state(PlayerState::Walk);
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else
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@@ -110,7 +110,7 @@ void logic_loop(void *arg) {
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continue;
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}
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// Compute swept region = min..max
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// Swept for collision detections at speeds > 1
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int left_swept = (new_x < old_x) ? new_x : old_x;
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int right_swept = ((new_x + obstacle_pool[i].data.width) >
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(old_x + obstacle_pool[i].data.width))
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@@ -124,13 +124,11 @@ void logic_loop(void *arg) {
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swept_obs.width = right_swept - left_swept;
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swept_obs.height = obstacle_pool[i].data.height;
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// Perform continuous collision check
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if (check_collision(pos, frame.movement, swept_obs)) {
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collision = true;
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break;
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}
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// Apply the actual movement after check
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obstacle_pool[i].data.x = new_x;
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}
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@@ -5,16 +5,13 @@
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#include <cstdio>
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// Draws an obstacle using bottom‑based world coordinates.
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// x = left edge of the collision box in world space
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// y = bottom edge of the collision box in world space (0 = ground)
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void draw_obstacle(int x, int y, CrawlObstacleType type) {
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const char **obstacle_frame = nullptr;
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int frame_total_height = 0;
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// Collision‑model parameters for this obstacle
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int collision_top_offset = 0; // rows from visual top to top of collision box
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int collision_height = 0; // rows tall
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int collision_left_offset = 0; // columns from visual left to collision left
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int collision_top_offset = 0;
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int collision_height = 0;
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int collision_left_offset = 0;
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switch (type) {
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case CrawlObstacleType::Crawl1:
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@@ -37,13 +34,11 @@ void draw_obstacle(int x, int y, CrawlObstacleType type) {
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return; // no rendering for invalid type
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}
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// Convert bottom‑based (world) coordinates to screen coordinates.
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// Y of the collision bottom is given; translate to where to start drawing the visual frame.
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// Convert bottom‑based coordinates to screen coordinates.
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const int frame_row_index_bottom = collision_top_offset + collision_height - 1;
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const int frame_top_world_y = y + frame_row_index_bottom;
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const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y;
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// X of the collision box is given; shift left to the visual frame's starting column.
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const int frame_screen_x = x - collision_left_offset;
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for (int i = 0; i < frame_total_height; i++) {
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