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7 Commits
09454e3ab4
...
v1.5.0
| Author | SHA1 | Date | |
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dd410c6f6c | ||
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967b377e76 | ||
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cf30946c0d | ||
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2af725bfe7 | ||
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c56dac3b6a | ||
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ae2b8b91aa | ||
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34c9d76389 |
@@ -40,3 +40,18 @@ static const int CHARACTER_CRAWL2_FRAME_COUNT = sizeof(CHARACTER_CRAWL2_FRAMES)
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// Height (rows per crawl frame)
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// Height (rows per crawl frame)
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static const int CHARACTER_CRAWL1_FRAME_HEIGHT = sizeof(CRAWL1_FRAME_1) / sizeof(CRAWL1_FRAME_1[0]);
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static const int CHARACTER_CRAWL1_FRAME_HEIGHT = sizeof(CRAWL1_FRAME_1) / sizeof(CRAWL1_FRAME_1[0]);
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static const int CHARACTER_CRAWL2_FRAME_HEIGHT = sizeof(CRAWL2_FRAME_1) / sizeof(CRAWL2_FRAME_1[0]);
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static const int CHARACTER_CRAWL2_FRAME_HEIGHT = sizeof(CRAWL2_FRAME_1) / sizeof(CRAWL2_FRAME_1[0]);
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// Crawl1 collision box
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static const int CHARACTER_CRAWL1_FRAME_WIDTH = 8;
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static const int CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET = 1;
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static const int CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET = 1;
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static const int CHARACTER_CRAWL1_COLLISION_WIDTH = CHARACTER_CRAWL1_FRAME_WIDTH - (CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET);
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static const int CHARACTER_CRAWL1_COLLISION_HEIGHT = CHARACTER_CRAWL1_FRAME_HEIGHT - 2;
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// Crawl2 collision box (lower posture → smaller collision height)
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static const int CHARACTER_CRAWL2_FRAME_WIDTH = 8;
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static const int CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET = 1;
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static const int CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
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static const int CHARACTER_CRAWL2_COLLISION_WIDTH = CHARACTER_CRAWL2_FRAME_WIDTH - (CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET);
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static const int CHARACTER_CRAWL2_COLLISION_HEIGHT = CHARACTER_CRAWL2_FRAME_HEIGHT - 4;
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@@ -96,3 +96,11 @@ static const int CHARACTER_RUN_FRAME_COUNT = sizeof(CHARACTER_RUN_FRAMES) / size
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// Height (rows per run frame)
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// Height (rows per run frame)
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static const int CHARACTER_RUN_FRAME_HEIGHT = sizeof(RUN_FRAME_1) / sizeof(RUN_FRAME_1[0]);
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static const int CHARACTER_RUN_FRAME_HEIGHT = sizeof(RUN_FRAME_1) / sizeof(RUN_FRAME_1[0]);
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static const int CHARACTER_RUN_COLLISION_HEIGHT = CHARACTER_RUN_FRAME_HEIGHT;
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static const int CHARACTER_RUN_FRAME_WIDTH = 8;
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static const int CHARACTER_RUN_COLLISION_LEFT_OFFSET = 2;
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static const int CHARACTER_RUN_COLLISION_RIGHT_OFFSET = 2;
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// 8 je width a 2 zlava a 2 zprava
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static const int CHARACTER_RUN_COLLISION_WIDTH = CHARACTER_RUN_FRAME_WIDTH - (CHARACTER_RUN_COLLISION_LEFT_OFFSET + CHARACTER_RUN_COLLISION_RIGHT_OFFSET);
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@@ -96,3 +96,9 @@ static const int CHARACTER_WALK_FRAME_COUNT = sizeof(CHARACTER_WALK_FRAMES) / si
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// Height (rows per walk frame)
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// Height (rows per walk frame)
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static const int CHARACTER_WALK_FRAME_HEIGHT = sizeof(WALK_FRAME_1) / sizeof(WALK_FRAME_1[0]);
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static const int CHARACTER_WALK_FRAME_HEIGHT = sizeof(WALK_FRAME_1) / sizeof(WALK_FRAME_1[0]);
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static const int CHARACTER_WALK_FRAME_WIDTH = 6;
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static const int CHARACTER_WALK_COLLISION_LEFT_OFFSET = 1;
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static const int CHARACTER_WALK_COLLISION_RIGHT_OFFSET = 1;
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// 8 je width a 2 zlava a 2 zprava
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static const int CHARACTER_WALK_COLLISION_WIDTH = CHARACTER_WALK_FRAME_WIDTH - (CHARACTER_WALK_COLLISION_LEFT_OFFSET + CHARACTER_WALK_COLLISION_RIGHT_OFFSET);
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47
semestralka1/src/assets/obstacle_crawl_frames.h
Normal file
47
semestralka1/src/assets/obstacle_crawl_frames.h
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@@ -0,0 +1,47 @@
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// src/assets/obstacle_crawl_frames.h
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#pragma once
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#include <cstring>
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// Crawl obstacle for CRAWL1 (2 lines tall)
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static const char *OBSTACLE_CRAWL1_FRAME[] = {
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"#########",
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".######",
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"..#####",
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"..####",
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"...###",
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"...###"
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};
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// Crawl obstacle for CRAWL2 (4 lines tall)
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static const char *OBSTACLE_CRAWL2_FRAME[] = {
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"###",
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"###",
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"###",
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"###",
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"###",
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"###",
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"###",
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"###"
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};
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enum class CrawlObstacleType { Crawl1 = 0, Crawl2, COUNT };
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static const char **OBSTACLE_CRAWL_FRAMES[] = { OBSTACLE_CRAWL1_FRAME, OBSTACLE_CRAWL2_FRAME };
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// Crawl1 dimensions and collision
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static const int OBSTACLE_CRAWL1_FRAME_HEIGHT = sizeof(OBSTACLE_CRAWL1_FRAME) / sizeof(OBSTACLE_CRAWL1_FRAME[0]);
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static const int OBSTACLE_CRAWL1_FRAME_WIDTH = std::strlen(OBSTACLE_CRAWL1_FRAME[0]);
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static const int OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET = 3;
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static const int OBSTACLE_CRAWL1_COLLISION_RIGHT_OFFSET = 3;
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static const int OBSTACLE_CRAWL1_COLLISION_WIDTH = OBSTACLE_CRAWL1_FRAME_WIDTH - (OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET + OBSTACLE_CRAWL1_COLLISION_RIGHT_OFFSET);
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static const int OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET = 4; // first 4 rows are just empty ('.')
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// collision box height = bottom 2 rows
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static const int OBSTACLE_CRAWL1_COLLISION_HEIGHT = 2;
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// Crawl2 dimensions and collision
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static const int OBSTACLE_CRAWL2_FRAME_HEIGHT = sizeof(OBSTACLE_CRAWL2_FRAME) / sizeof(OBSTACLE_CRAWL2_FRAME[0]);
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static const int OBSTACLE_CRAWL2_FRAME_WIDTH = std::strlen(OBSTACLE_CRAWL2_FRAME[0]);
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static const int OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET = 0;
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static const int OBSTACLE_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
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static const int OBSTACLE_CRAWL2_COLLISION_WIDTH = OBSTACLE_CRAWL2_FRAME_WIDTH - (OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET + OBSTACLE_CRAWL2_COLLISION_RIGHT_OFFSET);
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static const int OBSTACLE_CRAWL2_COLLISION_HEIGHT = OBSTACLE_CRAWL2_FRAME_HEIGHT;
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66
semestralka1/src/game/collision.h
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66
semestralka1/src/game/collision.h
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@@ -0,0 +1,66 @@
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// src/game/collision.h
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#pragma once
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#include "../render/player_positioning.h"
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#include "../assets/character_walk_frames.h"
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#include "../assets/character_run_frames.h"
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#include "../assets/character_crawl_frames.h"
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// Simple obstacle representation
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struct Obstacle {
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int x;
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int y;
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int width;
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int height;
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};
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// Axis-aligned bounding-box collision
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inline bool check_collision(const CharacterPosition& player,
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MovementType movement,
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const Obstacle& obs) {
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// Player is given in bottom-based world coordinates (0 = bottom line)
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const int player_x = player.x;
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const int player_bottom = player.y;
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int box_x = 0;
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int box_w = 0;
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int box_h = 0;
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switch (movement) {
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case MovementType::Walk:
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box_x = player_x + CHARACTER_WALK_COLLISION_LEFT_OFFSET;
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box_w = CHARACTER_WALK_COLLISION_WIDTH;
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box_h = CHARACTER_WALK_FRAME_HEIGHT;
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break;
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case MovementType::Run:
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box_x = player_x + CHARACTER_RUN_COLLISION_LEFT_OFFSET;
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box_w = CHARACTER_RUN_COLLISION_WIDTH;
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box_h = CHARACTER_RUN_COLLISION_HEIGHT;
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break;
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case MovementType::Crawl1:
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box_x = player_x + CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET;
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box_w = CHARACTER_CRAWL1_COLLISION_WIDTH;
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box_h = CHARACTER_CRAWL1_COLLISION_HEIGHT;
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break;
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case MovementType::Crawl2:
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box_x = player_x + CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET;
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box_w = CHARACTER_CRAWL2_COLLISION_WIDTH;
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box_h = CHARACTER_CRAWL2_COLLISION_HEIGHT;
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break;
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}
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// Player's bounding box
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const int player_left = box_x;
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const int player_right = player_left + box_w;
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const int player_top = player_bottom + box_h;
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// Obstacle bounding box
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const int obs_left = obs.x;
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const int obs_right = obs.x + obs.width;
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const int obs_bottom = obs.y;
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const int obs_top = obs_bottom + obs.height;
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// Simple overlap check
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bool horizontal = player_left < obs_right && player_right > obs_left;
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bool vertical = player_bottom < obs_top && player_top > obs_bottom;
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return horizontal && vertical;
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}
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56
semestralka1/src/game/obstacle_manager.h
Normal file
56
semestralka1/src/game/obstacle_manager.h
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@@ -0,0 +1,56 @@
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// src/game/obstacle_manager.h
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#pragma once
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#include "../game/collision.h"
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#include "../assets/obstacle_crawl_frames.h"
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#include "../assets/background_frame.h"
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// One movable obstacle
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struct MovingObstacle {
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Obstacle data;
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CrawlObstacleType type;
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bool active;
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};
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// Fixed obstacle pool
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constexpr int MAX_OBSTACLES = 6;
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static MovingObstacle obstacle_pool[MAX_OBSTACLES];
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// Create / reset obstacle in one slot
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inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
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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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obstacle_pool[i].active = true;
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obstacle_pool[i].type = type;
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obstacle_pool[i].data.x = x_start;
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obstacle_pool[i].data.width = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_WIDTH : OBSTACLE_CRAWL2_COLLISION_WIDTH;
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obstacle_pool[i].data.height = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_HEIGHT : OBSTACLE_CRAWL2_COLLISION_HEIGHT;
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// Default Y so that the SPRITE touches the top of the screen.
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// We store Y as the bottom of the COLLISION BOX in bottom-based world coords.
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int top_offset = 0;
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if (type == CrawlObstacleType::Crawl1) {
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top_offset = OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET;
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} else {
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top_offset = 0;
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}
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const int i_bottom_of_collision = top_offset + obstacle_pool[i].data.height - 1;
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// Top of screen in world coords is VIEW_HEIGHT - 1
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const int collision_bottom_world_y = (VIEW_HEIGHT - 1) - i_bottom_of_collision;
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obstacle_pool[i].data.y = collision_bottom_world_y;
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return i;
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}
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}
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return -1;
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}
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// Update X positions; mark inactive if offscreen
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inline void update_obstacles(int shift_speed) {
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for (int i = 0; i < MAX_OBSTACLES; i++) {
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if (!obstacle_pool[i].active) continue;
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obstacle_pool[i].data.x -= shift_speed;
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if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
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obstacle_pool[i].active = false;
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}
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}
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78
semestralka1/src/game/obstacle_system.h
Normal file
78
semestralka1/src/game/obstacle_system.h
Normal file
@@ -0,0 +1,78 @@
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// src/game/obstacle_system.h
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#pragma once
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#include "obstacle_manager.h"
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#include "../render/player_positioning.h"
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#include "../assets/obstacle_crawl_frames.h"
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#include "collision.h"
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#include "mbed.h"
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// Small helper for minimal mbed-safe clamp
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inline int clamp_min(int a, int b) { return (a > b) ? a : b; }
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inline int clamp_max(int a, int b) { return (a < b) ? a : b; }
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// Handles spawning, movement, rendering, and collision of obstacles
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class ObstacleSystem {
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public:
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ObstacleSystem() : tick_counter_(0), spawn_index_(0) {}
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// Called once per frame
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bool update_and_draw(const CharacterPosition &player_pos,
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MovementType player_movement) {
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// Update timers, move existing obstacles
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tick_counter_++;
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if (tick_counter_ % UPDATE_INTERVAL == 0) {
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update_obstacles(1);
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}
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// Periodically spawn new obstacle
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if (tick_counter_ % SPAWN_EVERY_TICKS == 0) {
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auto type = (spawn_index_++ % 2 == 0)
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? CrawlObstacleType::Crawl1
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: CrawlObstacleType::Crawl2;
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const int w = (type == CrawlObstacleType::Crawl1)
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? OBSTACLE_CRAWL1_FRAME_WIDTH
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: OBSTACLE_CRAWL2_FRAME_WIDTH;
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spawn_obstacle(type, VIEW_WIDTH - w - 1);
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}
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// Draw & collision check
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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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const char **frame = nullptr;
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int height = 0;
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if (obstacle_pool[i].type == CrawlObstacleType::Crawl1) {
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frame = OBSTACLE_CRAWL1_FRAME;
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height = OBSTACLE_CRAWL1_FRAME_HEIGHT;
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} else {
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frame = OBSTACLE_CRAWL2_FRAME;
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height = OBSTACLE_CRAWL2_FRAME_HEIGHT;
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}
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draw_clipped_obstacle(obstacle_pool[i], frame, height);
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// Collision check
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if (check_collision(player_pos, player_movement,
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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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return true;
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}
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}
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return false;
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}
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private:
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static constexpr int SPAWN_EVERY_TICKS = 35;
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static constexpr int UPDATE_INTERVAL = 1; // move obstacles each frame
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int tick_counter_;
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int spawn_index_;
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static void draw_clipped_obstacle(const MovingObstacle &obs,
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const char ** /*frame*/,
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int /*frame_height*/) {
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draw_obstacle(obs.data.x, obs.data.y, obs.type);
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}
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};
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@@ -7,10 +7,13 @@
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#include "player.h"
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#include "player.h"
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#include "../game/state.h"
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#include "../game/state.h"
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#include "../game/animation.h"
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#include "../game/animation.h"
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#include "../game/collision.h"
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#include "../hardware/uart.h"
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#include "../hardware/uart.h"
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#include "../render/player.h"
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#include "../render/player.h"
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#include "../render/obstacle.h"
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#include "../timing/speed_controller.h"
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#include "../timing/speed_controller.h"
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#include "../timing/movement_controller.h"
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#include "../timing/movement_controller.h"
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#include "../game/obstacle_system.h"
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|
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extern BufferedSerial serial_port;
|
extern BufferedSerial serial_port;
|
||||||
extern DigitalOut led;
|
extern DigitalOut led;
|
||||||
@@ -38,14 +41,33 @@ void render_loop(int speed) {
|
|||||||
int anim_tick_counter = 0;
|
int anim_tick_counter = 0;
|
||||||
int tick_counter = 0;
|
int tick_counter = 0;
|
||||||
int player_speed = 6;
|
int player_speed = 6;
|
||||||
|
bool game_over = false;
|
||||||
|
|
||||||
player_state.set_state(PlayerState::Run);
|
player_state.set_state(PlayerState::Run);
|
||||||
while (true) {
|
|
||||||
|
CrawlObstacleType type = CrawlObstacleType::Crawl1;
|
||||||
|
int start_x = VIEW_WIDTH + 10;
|
||||||
|
spawn_obstacle(type, start_x);
|
||||||
|
|
||||||
|
Timer spawn_timer;
|
||||||
|
spawn_timer.start();
|
||||||
|
|
||||||
|
while (!game_over) {
|
||||||
tick_counter++;
|
tick_counter++;
|
||||||
|
|
||||||
mover.update_position(player_speed, timing.get_ground_speed());
|
mover.update_position(player_speed, timing.get_ground_speed());
|
||||||
pos.x = mover.get_position();
|
pos.x = mover.get_position();
|
||||||
|
|
||||||
|
if (spawn_timer.elapsed_time() > 2s) {
|
||||||
|
spawn_timer.reset();
|
||||||
|
CrawlObstacleType s_type = CrawlObstacleType::Crawl1;
|
||||||
|
int spawn_x = VIEW_WIDTH;
|
||||||
|
int idx = spawn_obstacle(s_type, spawn_x);
|
||||||
|
if (idx >= 0) {
|
||||||
|
obstacle_pool[idx].active = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
need_redraw = false;
|
need_redraw = false;
|
||||||
UartEvent uart_event = uart.poll();
|
UartEvent uart_event = uart.poll();
|
||||||
|
|
||||||
@@ -56,11 +78,9 @@ void render_loop(int speed) {
|
|||||||
if (uart_event == UartEvent::Triggered) {
|
if (uart_event == UartEvent::Triggered) {
|
||||||
PlayerState current = player_state.get_state();
|
PlayerState current = player_state.get_state();
|
||||||
|
|
||||||
// pressing UART trigger while walking/running -> Crawl1
|
|
||||||
if (current == PlayerState::Walk || current == PlayerState::Run) {
|
if (current == PlayerState::Walk || current == PlayerState::Run) {
|
||||||
player_state.start_crawl(PlayerState::Crawl1);
|
player_state.start_crawl(PlayerState::Crawl1);
|
||||||
}
|
}
|
||||||
// pressing again while crawling -> Crawl2
|
|
||||||
else if (current == PlayerState::Crawl1) {
|
else if (current == PlayerState::Crawl1) {
|
||||||
player_state.start_crawl(PlayerState::Crawl2);
|
player_state.start_crawl(PlayerState::Crawl2);
|
||||||
}
|
}
|
||||||
@@ -73,6 +93,16 @@ void render_loop(int speed) {
|
|||||||
|
|
||||||
if (animation.tick(speed)) {
|
if (animation.tick(speed)) {
|
||||||
anim_tick_counter++;
|
anim_tick_counter++;
|
||||||
|
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;
|
||||||
|
// deactivate when offscreen
|
||||||
|
if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
|
||||||
|
obstacle_pool[i].active = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
need_redraw = true;
|
need_redraw = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -84,6 +114,25 @@ void render_loop(int speed) {
|
|||||||
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);
|
||||||
draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
|
draw_character(draw_pos.x, draw_pos.y, frame.movement, frame.frame_index);
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_OBSTACLES; i++) {
|
||||||
|
if (!obstacle_pool[i].active)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
draw_obstacle(obstacle_pool[i].data.x,
|
||||||
|
obstacle_pool[i].data.y,
|
||||||
|
obstacle_pool[i].type);
|
||||||
|
|
||||||
|
if (check_collision(pos, frame.movement, obstacle_pool[i].data)) {
|
||||||
|
printf("\033[2J\033[H");
|
||||||
|
printf("GAME OVER\r\n");
|
||||||
|
game_over = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (game_over)
|
||||||
|
break;
|
||||||
|
|
||||||
ThisThread::sleep_for(50ms);
|
ThisThread::sleep_for(50ms);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
56
semestralka1/src/render/obstacle.cpp
Normal file
56
semestralka1/src/render/obstacle.cpp
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
// src/render/obstacle.cpp
|
||||||
|
#include "obstacle.h"
|
||||||
|
#include "../assets/obstacle_crawl_frames.h"
|
||||||
|
#include "../assets/background_frame.h"
|
||||||
|
#include <cstdio>
|
||||||
|
|
||||||
|
// Draws an obstacle using bottom‑based world coordinates.
|
||||||
|
// x = left edge of the collision box in world space
|
||||||
|
// y = bottom edge of the collision box in world space (0 = ground)
|
||||||
|
void draw_obstacle(int x, int y, CrawlObstacleType type) {
|
||||||
|
const char **obstacle_frame = nullptr;
|
||||||
|
int frame_total_height = 0;
|
||||||
|
|
||||||
|
// Collision‑model parameters for this obstacle
|
||||||
|
int collision_top_offset = 0; // rows from visual top to top of collision box
|
||||||
|
int collision_height = 0; // rows tall
|
||||||
|
int collision_left_offset = 0; // columns from visual left to collision left
|
||||||
|
|
||||||
|
switch (type) {
|
||||||
|
case CrawlObstacleType::Crawl1:
|
||||||
|
obstacle_frame = OBSTACLE_CRAWL1_FRAME;
|
||||||
|
frame_total_height = OBSTACLE_CRAWL1_FRAME_HEIGHT;
|
||||||
|
collision_top_offset = OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET;
|
||||||
|
collision_height = OBSTACLE_CRAWL1_COLLISION_HEIGHT;
|
||||||
|
collision_left_offset = OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case CrawlObstacleType::Crawl2:
|
||||||
|
obstacle_frame = OBSTACLE_CRAWL2_FRAME;
|
||||||
|
frame_total_height = OBSTACLE_CRAWL2_FRAME_HEIGHT;
|
||||||
|
collision_top_offset = 0;
|
||||||
|
collision_height = OBSTACLE_CRAWL2_COLLISION_HEIGHT;
|
||||||
|
collision_left_offset = OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET;
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
return; // no rendering for invalid type
|
||||||
|
}
|
||||||
|
|
||||||
|
// Convert bottom‑based (world) coordinates to screen coordinates.
|
||||||
|
// Y of the collision bottom is given; translate to where to start drawing the visual frame.
|
||||||
|
const int frame_row_index_bottom = collision_top_offset + collision_height - 1;
|
||||||
|
const int frame_top_world_y = y + frame_row_index_bottom;
|
||||||
|
const int frame_top_screen_row = VIEW_HEIGHT - frame_top_world_y;
|
||||||
|
|
||||||
|
// X of the collision box is given; shift left to the visual frame's starting column.
|
||||||
|
const int frame_screen_x = x - collision_left_offset;
|
||||||
|
|
||||||
|
for (int i = 0; i < frame_total_height; i++) {
|
||||||
|
const int screen_row = frame_top_screen_row + i;
|
||||||
|
if (screen_row < 1 || screen_row > VIEW_HEIGHT) continue;
|
||||||
|
printf("\033[%d;%dH%s", screen_row, frame_screen_x + 1, obstacle_frame[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
fflush(stdout);
|
||||||
|
}
|
||||||
7
semestralka1/src/render/obstacle.h
Normal file
7
semestralka1/src/render/obstacle.h
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
// src/render/obstacle.h
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "../assets/obstacle_crawl_frames.h"
|
||||||
|
|
||||||
|
// Draw the obstacle ASCII block starting at given (x, y)
|
||||||
|
void draw_obstacle(int x, int y, CrawlObstacleType type);
|
||||||
Reference in New Issue
Block a user