movement class
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@@ -26,7 +26,7 @@ constexpr int PLAYER_Y = 6;
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void draw_mask(const char *unused_filename, int shift, const char *text);
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void render_loop(int speed) {
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WalkingState player_state;
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MovementState player_state;
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AnimationController animation;
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UartReader uart(serial_port);
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MovementController mover(PLAYER_X, VIEW_WIDTH);
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@@ -114,21 +114,20 @@ void render_loop(int speed) {
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CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
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draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
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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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// 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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draw_obstacle(obstacle_pool[i].data.x,
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obstacle_pool[i].data.y,
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obstacle_pool[i].type);
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// draw_obstacle(obstacle_pool[i].data.x, obstacle_pool[i].data.y,
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// obstacle_pool[i].type);
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if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
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printf("\033[2J\033[H");
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printf("GAME OVER\r\n");
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game_over = true;
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break;
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}
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}
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// if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
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// printf("\033[2J\033[H");
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// printf("GAME OVER\r\n");
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// game_over = true;
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// break;
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// }
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// }
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if (game_over)
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break;
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