added positioning
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@@ -25,6 +25,11 @@ struct WalkingState {
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Timer state_timer;
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};
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struct PlayerPosition {
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int x;
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int y;
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};
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static char rx_buffer[BUFFER_SIZE];
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static char message[BUFFER_SIZE];
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static bool message_active = false;
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@@ -128,6 +133,8 @@ void render_loop(int speed) {
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anim_timer.start();
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int shift = 0;
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PlayerPosition pos = {9, 3};
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const char *bg_file = "background_dark_inverted.txt";
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bool need_redraw = false;
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@@ -155,7 +162,7 @@ void render_loop(int speed) {
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if (need_redraw) {
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draw_mask(bg_file, shift, message_active ? message : nullptr);
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int player_frame = get_player_frame(player_state.current_state);
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draw_player(PLAYER_X, PLAYER_Y, player_frame);
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draw_player(pos.x, pos.y, player_frame);
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// alternate between frame 0 and 1 when not crawling
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if (player_state.current_state != PlayerState::Crawl1) {
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@@ -4,9 +4,9 @@
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#include "player_mask.h"
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#include <cstdio>
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void draw_player(int view_width, int view_height, int frame_index) {
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void draw_player(int x, int y, int frame_index) {
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if (frame_index < 0 || frame_index >= PLAYER_FRAME_COUNT)
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frame_index = 0; // fallback
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frame_index = 0; // fallback safety
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const char **sprite = PLAYER_FRAMES[frame_index];
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int sprite_height = 0;
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@@ -17,19 +17,9 @@ void draw_player(int view_width, int view_height, int frame_index) {
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else
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sprite_height = PLAYER_MASK_LINES_FRAME_3;
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// Width from first line
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int sprite_width = 0;
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if (sprite_height > 0) {
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const char *first_line = sprite[0];
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while (first_line[sprite_width] != '\0')
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sprite_width++;
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}
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int center_x = view_width / 2 - sprite_width / 2;
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int center_y = view_height / 2 - sprite_height / 2;
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// Draw the sprite starting from (x, y)
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for (int i = 0; i < sprite_height; i++) {
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printf("\033[%d;%dH%s", center_y + i + 1, center_x + 1, sprite[i]);
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printf("\033[%d;%dH%s", y + i + 1, x + 1, sprite[i]);
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}
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fflush(stdout);
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}
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@@ -1,5 +1,5 @@
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// src/render/player.h
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#pragma once
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// Draw the player object centered over the background
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void draw_player(int view_width, int view_height, int frame_index);
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// Draw the player object starting at given (x, y)
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void draw_player(int x, int y, int frame_index);
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