polished like a polish plates

This commit is contained in:
Priec
2025-12-14 23:04:32 +01:00
parent 74dca27c06
commit 6b10d13695
8 changed files with 11 additions and 23 deletions

View File

@@ -14,7 +14,5 @@ public:
// Update animation, returns true if redraw needed
bool tick(int speed);
// Getters
int get_shift() const { return shift; }
};

View File

@@ -5,7 +5,6 @@
#include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h"
// Obstacle representation
struct Obstacle {
int x;
int y;

View File

@@ -3,6 +3,6 @@
#include "mbed.h"
#include "../hardware/button.h"
// Displays game over message with elapsed time.
// Displays GAME OVER message with elapsed time.
// Takes a Timer that was measuring game duration.
void show_game_over_screen(int seconds, ButtonHandler& button);

View File

@@ -5,7 +5,7 @@
#include "../render/player_positioning.h"
#include "../assets/obstacle_crawl_frames.h"
// POZOR Z OBSTACLE MANAGERA
// POZOR JE Z OBSTACLE MANAGERA
constexpr int MAX_RENDER_OBSTACLES = 6;
struct ObstacleRenderData {
@@ -31,6 +31,6 @@ struct GameState {
bool need_redraw;
};
// Global shared state and mutex
// Global shared
extern GameState g_state;
extern Mutex g_state_mutex;

View File

@@ -13,7 +13,7 @@ struct MovingObstacle {
constexpr int MAX_OBSTACLES = 6;
static MovingObstacle obstacle_pool[MAX_OBSTACLES];
// Create / reset obstacle in one slot
// Create/reset obstacle
inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) {

View File

@@ -14,7 +14,6 @@ class ObstacleSystem {
public:
ObstacleSystem() : tick_counter_(0), spawn_index_(0) {}
// Called once per frame
bool update_and_draw(const CharacterPosition &player_pos,
MovementType player_movement) {
// Update timers, move existing obstacles
@@ -30,7 +29,7 @@ public:
spawn_obstacle(type, VIEW_WIDTH - w - 1);
}
// Draw & collision check
// Draw n collision check
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active)
continue;
@@ -47,7 +46,6 @@ public:
draw_clipped_obstacle(obstacle_pool[i], frame, height);
// Collision check
if (check_collision(player_pos, player_movement,
obstacle_pool[i].data)) {
printf("\033[2J\033[H");

View File

@@ -60,7 +60,7 @@ void logic_loop(void *arg) {
timing.set_ground_speed(speed);
speed_timer.reset();
// update player's animation mode
// update players animation mode
if (speed < 4)
player_state.set_state(PlayerState::Walk);
else
@@ -110,7 +110,7 @@ void logic_loop(void *arg) {
continue;
}
// Compute swept region = min..max
// Swept for collision detections at speeds > 1
int left_swept = (new_x < old_x) ? new_x : old_x;
int right_swept = ((new_x + obstacle_pool[i].data.width) >
(old_x + obstacle_pool[i].data.width))
@@ -124,13 +124,11 @@ void logic_loop(void *arg) {
swept_obs.width = right_swept - left_swept;
swept_obs.height = obstacle_pool[i].data.height;
// Perform continuous collision check
if (check_collision(pos, frame.movement, swept_obs)) {
collision = true;
break;
}
// Apply the actual movement after check
obstacle_pool[i].data.x = new_x;
}

View File

@@ -5,16 +5,13 @@
#include <cstdio>
// Draws an obstacle using bottombased world coordinates.
// x = left edge of the collision box in world space
// y = bottom edge of the collision box in world space (0 = ground)
void draw_obstacle(int x, int y, CrawlObstacleType type) {
const char **obstacle_frame = nullptr;
int frame_total_height = 0;
// Collisionmodel parameters for this obstacle
int collision_top_offset = 0; // rows from visual top to top of collision box
int collision_height = 0; // rows tall
int collision_left_offset = 0; // columns from visual left to collision left
int collision_top_offset = 0;
int collision_height = 0;
int collision_left_offset = 0;
switch (type) {
case CrawlObstacleType::Crawl1:
@@ -37,13 +34,11 @@ void draw_obstacle(int x, int y, CrawlObstacleType type) {
return; // no rendering for invalid type
}
// Convert bottombased (world) coordinates to screen coordinates.
// Y of the collision bottom is given; translate to where to start drawing the visual frame.
// Convert bottombased coordinates to screen coordinates.
const int frame_row_index_bottom = collision_top_offset + collision_height - 1;
const int frame_top_world_y = y + frame_row_index_bottom;
const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y;
// X of the collision box is given; shift left to the visual frame's starting column.
const int frame_screen_x = x - collision_left_offset;
for (int i = 0; i < frame_total_height; i++) {