obstacles finally spawning

This commit is contained in:
Priec
2025-11-17 18:59:14 +01:00
parent ae2b8b91aa
commit c56dac3b6a
5 changed files with 156 additions and 4 deletions

View File

@@ -0,0 +1,97 @@
// src/game/obstacle_system.h
#pragma once
#include "obstacle_manager.h"
#include "../render/player_positioning.h"
#include "../assets/obstacle_crawl_frames.h"
#include "collision.h"
#include "mbed.h"
// Small helper for minimal mbed-safe clamp
inline int clamp_min(int a, int b) { return (a > b) ? a : b; }
inline int clamp_max(int a, int b) { return (a < b) ? a : b; }
// Handles spawning, movement, rendering, and collision of obstacles
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
tick_counter_++;
if (tick_counter_ % UPDATE_INTERVAL == 0) {
update_obstacles(1);
}
// Periodically spawn new obstacle
if (tick_counter_ % SPAWN_EVERY_TICKS == 0) {
auto type = (spawn_index_++ % 2 == 0)
? CrawlObstacleType::Crawl1
: CrawlObstacleType::Crawl2;
const int w = (type == CrawlObstacleType::Crawl1)
? OBSTACLE_CRAWL1_FRAME_WIDTH
: OBSTACLE_CRAWL2_FRAME_WIDTH;
spawn_obstacle(type, VIEW_WIDTH - w - 1);
}
// Draw & collision check
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active)
continue;
const char **frame = nullptr;
int height = 0;
if (obstacle_pool[i].type == CrawlObstacleType::Crawl1) {
frame = OBSTACLE_CRAWL1_FRAME;
height = OBSTACLE_CRAWL1_FRAME_HEIGHT;
} else {
frame = OBSTACLE_CRAWL2_FRAME;
height = OBSTACLE_CRAWL2_FRAME_HEIGHT;
}
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");
printf("GAME OVER\r\n");
return true;
}
}
return false;
}
private:
static constexpr int SPAWN_EVERY_TICKS = 35;
static constexpr int UPDATE_INTERVAL = 1; // move obstacles each frame
int tick_counter_;
int spawn_index_;
static void draw_clipped_obstacle(const MovingObstacle &obs,
const char **frame,
int frame_height) {
int x = obs.data.x;
int y = obs.data.y;
int w = obs.data.width;
for (int r = 0; r < frame_height; ++r) {
int left = x;
int right = x + w;
if (right <= 0 || left >= VIEW_WIDTH)
continue;
int vis_left = clamp_min(left, 0);
int vis_right = clamp_max(right, VIEW_WIDTH);
int start = vis_left - left;
int count = vis_right - vis_left;
if (count <= 0)
continue;
const char *row = frame[r] + start;
printf("\033[%d;%dH%.*s", y + r + 1, vis_left + 1, count, row);
}
}
};