button scuffed

This commit is contained in:
Priec
2025-12-14 22:57:04 +01:00
parent 786ead2ffa
commit 74dca27c06
3 changed files with 45 additions and 28 deletions

View File

@@ -19,6 +19,7 @@
#include "../game/obstacle_system.h"
extern DigitalOut led;
ButtonHandler button(BUTTON1, LED1);
// Constants
// constexpr int PLAYER_X = 9;
@@ -30,7 +31,6 @@ void logic_loop(void *arg) {
int speed = *(int *)arg;
MovementState player_state;
AnimationController animation;
ButtonHandler button;
MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing;
timing.set_ground_speed(speed);
@@ -89,30 +89,52 @@ void logic_loop(void *arg) {
bool anim_tick = animation.tick(speed);
if (anim_tick) {
anim_tick_counter++;
// move obstacles
int ground_speed = timing.get_ground_speed();
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (obstacle_pool[i].active) {
obstacle_pool[i].data.x -= ground_speed;
if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
obstacle_pool[i].active = false;
}
}
player_state.toggle_walk_frame(speed, anim_tick_counter);
FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
// check collision
int ground_speed = timing.get_ground_speed();
bool collision = false;
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (obstacle_pool[i].active &&
check_collision(pos, frame.movement, obstacle_pool[i].data)) {
if (!obstacle_pool[i].active)
continue;
// Keep original position
int old_x = obstacle_pool[i].data.x;
int new_x = old_x - ground_speed;
// Remove if fully offscreen after movement
if (new_x + obstacle_pool[i].data.width < 0) {
obstacle_pool[i].active = false;
continue;
}
// Compute swept region = min..max
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))
? (new_x + obstacle_pool[i].data.width)
: (old_x + obstacle_pool[i].data.width);
// Temporarily create a synthetic obstacle covering the swept range
Obstacle swept_obs{};
swept_obs.x = left_swept;
swept_obs.y = obstacle_pool[i].data.y;
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;
}
g_state_mutex.lock();
g_state.player_pos = draw_pos;
@@ -158,7 +180,7 @@ void render_loop_thread() {
g_state_mutex.unlock();
if (over) {
show_game_over_screen(local.elapsed_seconds);
show_game_over_screen(local.elapsed_seconds, button);
break;
}