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

@@ -3,9 +3,10 @@
#include "mbed.h" #include "mbed.h"
#include "../render/background.h" #include "../render/background.h"
#include "../assets/background_frame.h" #include "../assets/background_frame.h"
#include "../hardware/button.h"
#include <cstdio> #include <cstdio>
void show_game_over_screen(int seconds) { void show_game_over_screen(int seconds, ButtonHandler& button) {
printf("\033[2J\033[H"); printf("\033[2J\033[H");
// 34 znakov vo vypise // 34 znakov vo vypise
@@ -34,20 +35,13 @@ void show_game_over_screen(int seconds) {
for (int i = 0; i < start_col; i++) printf(" "); for (int i = 0; i < start_col; i++) printf(" ");
printf("==================================\r\n"); printf("==================================\r\n");
printf(" Stlacte tlacidlo pre restart. \r\n"); for (int i = 0; i < start_col; i++) printf(" ");
printf("Stlacte 2x po sebe tlacidlo pre restart\r\n");
fflush(stdout); fflush(stdout);
DigitalIn restart_button(BUTTON1); while (button.poll() != ButtonEvent::Pressed)
ThisThread::sleep_for(25ms);
int initial_state = restart_button.read();
while (restart_button.read() == initial_state) {
ThisThread::sleep_for(50ms);
}
int new_state = restart_button.read();
while (restart_button.read() == new_state) {
ThisThread::sleep_for(50ms);
}
printf("\033[2J\033[H"); printf("\033[2J\033[H");
fflush(stdout); fflush(stdout);

View File

@@ -1,7 +1,8 @@
// src/game/game_over.h // src/game/game_over.h
#pragma once #pragma once
#include "mbed.h" #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. // Takes a Timer that was measuring game duration.
void show_game_over_screen(int seconds); void show_game_over_screen(int seconds, ButtonHandler& button);

View File

@@ -19,6 +19,7 @@
#include "../game/obstacle_system.h" #include "../game/obstacle_system.h"
extern DigitalOut led; extern DigitalOut led;
ButtonHandler button(BUTTON1, LED1);
// Constants // Constants
// constexpr int PLAYER_X = 9; // constexpr int PLAYER_X = 9;
@@ -30,7 +31,6 @@ void logic_loop(void *arg) {
int speed = *(int *)arg; int speed = *(int *)arg;
MovementState player_state; MovementState player_state;
AnimationController animation; AnimationController animation;
ButtonHandler button;
MovementController mover(PLAYER_X, VIEW_WIDTH); MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing; SpeedController timing;
timing.set_ground_speed(speed); timing.set_ground_speed(speed);
@@ -89,30 +89,52 @@ void logic_loop(void *arg) {
bool anim_tick = animation.tick(speed); bool anim_tick = animation.tick(speed);
if (anim_tick) { if (anim_tick) {
anim_tick_counter++; 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); player_state.toggle_walk_frame(speed, anim_tick_counter);
FrameSelection frame = player_state.get_frame_selection(); FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index); 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; bool collision = false;
for (int i = 0; i < MAX_OBSTACLES; i++) { for (int i = 0; i < MAX_OBSTACLES; i++) {
if (obstacle_pool[i].active && if (!obstacle_pool[i].active)
check_collision(pos, frame.movement, obstacle_pool[i].data)) { 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; collision = true;
break; break;
} }
// Apply the actual movement after check
obstacle_pool[i].data.x = new_x;
} }
g_state_mutex.lock(); g_state_mutex.lock();
g_state.player_pos = draw_pos; g_state.player_pos = draw_pos;
@@ -158,7 +180,7 @@ void render_loop_thread() {
g_state_mutex.unlock(); g_state_mutex.unlock();
if (over) { if (over) {
show_game_over_screen(local.elapsed_seconds); show_game_over_screen(local.elapsed_seconds, button);
break; break;
} }