10 Commits

Author SHA1 Message Date
Priec
dd410c6f6c collisions happen properly now 2025-11-18 01:02:13 +01:00
Priec
967b377e76 proper placement of the obstacles 2025-11-18 00:19:17 +01:00
Priec
cf30946c0d obstacles comming properly well 2025-11-17 21:24:10 +01:00
Priec
2af725bfe7 starting outside of the view and bringing that bad boy in 2025-11-17 19:28:06 +01:00
Priec
c56dac3b6a obstacles finally spawning 2025-11-17 18:59:14 +01:00
Priec
ae2b8b91aa obstacles added fully now 2025-11-17 16:37:34 +01:00
Priec
34c9d76389 collisions of character 2025-11-17 13:06:53 +01:00
Priec
09454e3ab4 crawl trigger bug fixed 2025-11-17 11:30:52 +01:00
Priec
07e295f2d9 crawl command fixed 2025-11-17 00:20:41 +01:00
Filipriec
42ad5ee7a2 crawl was redesigned to crwal1 and crawl2 2025-11-16 22:40:09 +01:00
15 changed files with 462 additions and 37 deletions

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@@ -1,8 +1,8 @@
// src/assets/character_crawl_frames.h
#pragma once
// Crawl frame 1
static const char *CRAWL_FRAME_1[] = {
// Crawl1 frame 1
static const char *CRAWL1_FRAME_1[] = {
"........",
"........",
"...y4@W.",
@@ -11,8 +11,8 @@ static const char *CRAWL_FRAME_1[] = {
".aa@s@.."
};
// Crawl frame 2
static const char *CRAWL_FRAME_2[] = {
// Crawl2 frame 1
static const char *CRAWL2_FRAME_1[] = {
"........",
"........",
"........",
@@ -21,18 +21,37 @@ static const char *CRAWL_FRAME_2[] = {
".a@@PR@L"
};
enum class CrawlFrame {
enum class CrawlType {
Crawl1 = 0,
Crawl2,
COUNT
};
static const char **CHARACTER_CRAWL_FRAMES[] = {
CRAWL_FRAME_1,
CRAWL_FRAME_2
static const char **CHARACTER_CRAWL1_FRAMES[] = {
CRAWL1_FRAME_1,
};
static const char **CHARACTER_CRAWL2_FRAMES[] = {
CRAWL2_FRAME_1,
};
static const int CHARACTER_CRAWL_FRAME_COUNT = sizeof(CHARACTER_CRAWL_FRAMES) / sizeof(CHARACTER_CRAWL_FRAMES[0]);
static const int CHARACTER_CRAWL1_FRAME_COUNT = sizeof(CHARACTER_CRAWL1_FRAMES) / sizeof(CHARACTER_CRAWL1_FRAMES[0]);
static const int CHARACTER_CRAWL2_FRAME_COUNT = sizeof(CHARACTER_CRAWL2_FRAMES) / sizeof(CHARACTER_CRAWL2_FRAMES[0]);
// Height (rows per crawl frame)
static const int CHARACTER_CRAWL_FRAME_HEIGHT = sizeof(CRAWL_FRAME_1) / sizeof(CRAWL_FRAME_1[0]);
static const int CHARACTER_CRAWL1_FRAME_HEIGHT = sizeof(CRAWL1_FRAME_1) / sizeof(CRAWL1_FRAME_1[0]);
static const int CHARACTER_CRAWL2_FRAME_HEIGHT = sizeof(CRAWL2_FRAME_1) / sizeof(CRAWL2_FRAME_1[0]);
// Crawl1 collision box
static const int CHARACTER_CRAWL1_FRAME_WIDTH = 8;
static const int CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET = 1;
static const int CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET = 1;
static const int CHARACTER_CRAWL1_COLLISION_WIDTH = CHARACTER_CRAWL1_FRAME_WIDTH - (CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL1_COLLISION_RIGHT_OFFSET);
static const int CHARACTER_CRAWL1_COLLISION_HEIGHT = CHARACTER_CRAWL1_FRAME_HEIGHT - 2;
// Crawl2 collision box (lower posture → smaller collision height)
static const int CHARACTER_CRAWL2_FRAME_WIDTH = 8;
static const int CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET = 1;
static const int CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
static const int CHARACTER_CRAWL2_COLLISION_WIDTH = CHARACTER_CRAWL2_FRAME_WIDTH - (CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET + CHARACTER_CRAWL2_COLLISION_RIGHT_OFFSET);
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
// Height (rows per run frame)
static const int CHARACTER_RUN_FRAME_HEIGHT = sizeof(RUN_FRAME_1) / sizeof(RUN_FRAME_1[0]);
static const int CHARACTER_RUN_COLLISION_HEIGHT = CHARACTER_RUN_FRAME_HEIGHT;
static const int CHARACTER_RUN_FRAME_WIDTH = 8;
static const int CHARACTER_RUN_COLLISION_LEFT_OFFSET = 2;
static const int CHARACTER_RUN_COLLISION_RIGHT_OFFSET = 2;
// 8 je width a 2 zlava a 2 zprava
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
// Height (rows per walk frame)
static const int CHARACTER_WALK_FRAME_HEIGHT = sizeof(WALK_FRAME_1) / sizeof(WALK_FRAME_1[0]);
static const int CHARACTER_WALK_FRAME_WIDTH = 6;
static const int CHARACTER_WALK_COLLISION_LEFT_OFFSET = 1;
static const int CHARACTER_WALK_COLLISION_RIGHT_OFFSET = 1;
// 8 je width a 2 zlava a 2 zprava
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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@@ -0,0 +1,47 @@
// src/assets/obstacle_crawl_frames.h
#pragma once
#include <cstring>
// Crawl obstacle for CRAWL1 (2 lines tall)
static const char *OBSTACLE_CRAWL1_FRAME[] = {
"#########",
".######",
"..#####",
"..####",
"...###",
"...###"
};
// Crawl obstacle for CRAWL2 (4 lines tall)
static const char *OBSTACLE_CRAWL2_FRAME[] = {
"###",
"###",
"###",
"###",
"###",
"###",
"###",
"###"
};
enum class CrawlObstacleType { Crawl1 = 0, Crawl2, COUNT };
static const char **OBSTACLE_CRAWL_FRAMES[] = { OBSTACLE_CRAWL1_FRAME, OBSTACLE_CRAWL2_FRAME };
// Crawl1 dimensions and collision
static const int OBSTACLE_CRAWL1_FRAME_HEIGHT = sizeof(OBSTACLE_CRAWL1_FRAME) / sizeof(OBSTACLE_CRAWL1_FRAME[0]);
static const int OBSTACLE_CRAWL1_FRAME_WIDTH = std::strlen(OBSTACLE_CRAWL1_FRAME[0]);
static const int OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET = 3;
static const int OBSTACLE_CRAWL1_COLLISION_RIGHT_OFFSET = 3;
static const int OBSTACLE_CRAWL1_COLLISION_WIDTH = OBSTACLE_CRAWL1_FRAME_WIDTH - (OBSTACLE_CRAWL1_COLLISION_LEFT_OFFSET + OBSTACLE_CRAWL1_COLLISION_RIGHT_OFFSET);
static const int OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET = 4; // first 4 rows are just empty ('.')
// collision box height = bottom 2 rows
static const int OBSTACLE_CRAWL1_COLLISION_HEIGHT = 2;
// Crawl2 dimensions and collision
static const int OBSTACLE_CRAWL2_FRAME_HEIGHT = sizeof(OBSTACLE_CRAWL2_FRAME) / sizeof(OBSTACLE_CRAWL2_FRAME[0]);
static const int OBSTACLE_CRAWL2_FRAME_WIDTH = std::strlen(OBSTACLE_CRAWL2_FRAME[0]);
static const int OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET = 0;
static const int OBSTACLE_CRAWL2_COLLISION_RIGHT_OFFSET = 0;
static const int OBSTACLE_CRAWL2_COLLISION_WIDTH = OBSTACLE_CRAWL2_FRAME_WIDTH - (OBSTACLE_CRAWL2_COLLISION_LEFT_OFFSET + OBSTACLE_CRAWL2_COLLISION_RIGHT_OFFSET);
static const int OBSTACLE_CRAWL2_COLLISION_HEIGHT = OBSTACLE_CRAWL2_FRAME_HEIGHT;

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@@ -0,0 +1,66 @@
// src/game/collision.h
#pragma once
#include "../render/player_positioning.h"
#include "../assets/character_walk_frames.h"
#include "../assets/character_run_frames.h"
#include "../assets/character_crawl_frames.h"
// Simple obstacle representation
struct Obstacle {
int x;
int y;
int width;
int height;
};
// Axis-aligned bounding-box collision
inline bool check_collision(const CharacterPosition& player,
MovementType movement,
const Obstacle& obs) {
// Player is given in bottom-based world coordinates (0 = bottom line)
const int player_x = player.x;
const int player_bottom = player.y;
int box_x = 0;
int box_w = 0;
int box_h = 0;
switch (movement) {
case MovementType::Walk:
box_x = player_x + CHARACTER_WALK_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_WALK_COLLISION_WIDTH;
box_h = CHARACTER_WALK_FRAME_HEIGHT;
break;
case MovementType::Run:
box_x = player_x + CHARACTER_RUN_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_RUN_COLLISION_WIDTH;
box_h = CHARACTER_RUN_COLLISION_HEIGHT;
break;
case MovementType::Crawl1:
box_x = player_x + CHARACTER_CRAWL1_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_CRAWL1_COLLISION_WIDTH;
box_h = CHARACTER_CRAWL1_COLLISION_HEIGHT;
break;
case MovementType::Crawl2:
box_x = player_x + CHARACTER_CRAWL2_COLLISION_LEFT_OFFSET;
box_w = CHARACTER_CRAWL2_COLLISION_WIDTH;
box_h = CHARACTER_CRAWL2_COLLISION_HEIGHT;
break;
}
// Player's bounding box
const int player_left = box_x;
const int player_right = player_left + box_w;
const int player_top = player_bottom + box_h;
// Obstacle bounding box
const int obs_left = obs.x;
const int obs_right = obs.x + obs.width;
const int obs_bottom = obs.y;
const int obs_top = obs_bottom + obs.height;
// Simple overlap check
bool horizontal = player_left < obs_right && player_right > obs_left;
bool vertical = player_bottom < obs_top && player_top > obs_bottom;
return horizontal && vertical;
}

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@@ -0,0 +1,56 @@
// src/game/obstacle_manager.h
#pragma once
#include "../game/collision.h"
#include "../assets/obstacle_crawl_frames.h"
#include "../assets/background_frame.h"
// One movable obstacle
struct MovingObstacle {
Obstacle data;
CrawlObstacleType type;
bool active;
};
// Fixed obstacle pool
constexpr int MAX_OBSTACLES = 6;
static MovingObstacle obstacle_pool[MAX_OBSTACLES];
// Create / reset obstacle in one slot
inline int spawn_obstacle(CrawlObstacleType type, int x_start) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) {
obstacle_pool[i].active = true;
obstacle_pool[i].type = type;
obstacle_pool[i].data.x = x_start;
obstacle_pool[i].data.width = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_WIDTH : OBSTACLE_CRAWL2_COLLISION_WIDTH;
obstacle_pool[i].data.height = (type == CrawlObstacleType::Crawl1) ? OBSTACLE_CRAWL1_COLLISION_HEIGHT : OBSTACLE_CRAWL2_COLLISION_HEIGHT;
// Default Y so that the SPRITE touches the top of the screen.
// We store Y as the bottom of the COLLISION BOX in bottom-based world coords.
int top_offset = 0;
if (type == CrawlObstacleType::Crawl1) {
top_offset = OBSTACLE_CRAWL1_COLLISION_TOP_OFFSET;
} else {
top_offset = 0;
}
const int i_bottom_of_collision = top_offset + obstacle_pool[i].data.height - 1;
// Top of screen in world coords is VIEW_HEIGHT - 1
const int collision_bottom_world_y = (VIEW_HEIGHT - 1) - i_bottom_of_collision;
obstacle_pool[i].data.y = collision_bottom_world_y;
return i;
}
}
return -1;
}
// Update X positions; mark inactive if offscreen
inline void update_obstacles(int shift_speed) {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active) continue;
obstacle_pool[i].data.x -= shift_speed;
if (obstacle_pool[i].data.x + obstacle_pool[i].data.width < 0)
obstacle_pool[i].active = false;
}
}

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@@ -0,0 +1,78 @@
// 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*/) {
draw_obstacle(obs.data.x, obs.data.y, obs.type);
}
};

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@@ -8,6 +8,7 @@
#include <cmath>
namespace {
// Vygenerovane AI, proste to nahodne vymiena obrazky - assests
// Frame selector with two regimes:
// 1) Normal (speed <= 6): pingpong with holds at both ends
// 2) Highspeed (speed >= 7): 0, random(1..last-1), last, random(1..last-1)...
@@ -92,22 +93,27 @@ static inline int compute_frame_index(int frame_count,
void WalkingState::update() {
// stop crawling after duration
if (current_state == PlayerState::Crawl &&
if ((current_state == PlayerState::Crawl1 ||
current_state == PlayerState::Crawl2) &&
state_timer.elapsed_time() >= CRAWL_DURATION) {
current_state = PlayerState::Walk;
state_timer.stop();
}
}
void WalkingState::start_crawl() {
current_state = PlayerState::Crawl;
void WalkingState::start_crawl(PlayerState crawl_type) {
if (crawl_type != PlayerState::Crawl1 && crawl_type != PlayerState::Crawl2)
return;
current_state = crawl_type;
state_timer.stop();
state_timer.reset();
state_timer.start();
}
void WalkingState::set_state(PlayerState s) {
if (current_state != s) {
walk_index = run_index = crawl_index = 0;
walk_index = run_index = crawl1_index = crawl2_index = 0;
phase = 0.0f;
}
current_state = s;
@@ -127,18 +133,19 @@ void WalkingState::set_motion_state_for_speed(int player_speed, int ground_speed
void WalkingState::toggle_walk_frame(float player_speed, int tick_counter) {
switch (current_state) {
case PlayerState::Run:
run_index =
compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
run_index = compute_frame_index(CHARACTER_RUN_FRAME_COUNT, player_speed, tick_counter);
break;
case PlayerState::Walk:
walk_index =
compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
walk_index = compute_frame_index(CHARACTER_WALK_FRAME_COUNT, player_speed, tick_counter);
break;
case PlayerState::Crawl:
crawl_index =
compute_frame_index(CHARACTER_CRAWL_FRAME_COUNT, player_speed, tick_counter);
case PlayerState::Crawl1:
crawl1_index = compute_frame_index(CHARACTER_CRAWL1_FRAME_COUNT, player_speed, tick_counter);
break;
case PlayerState::Crawl2:
crawl2_index = compute_frame_index(CHARACTER_CRAWL2_FRAME_COUNT, player_speed, tick_counter);
break;
}
}
@@ -154,9 +161,13 @@ FrameSelection WalkingState::get_frame_selection() const {
f.movement = MovementType::Run;
f.frame_index = run_index;
break;
case PlayerState::Crawl:
f.movement = MovementType::Crawl;
f.frame_index = crawl_index;
case PlayerState::Crawl1:
f.movement = MovementType::Crawl1;
f.frame_index = crawl1_index;
break;
case PlayerState::Crawl2:
f.movement = MovementType::Crawl2;
f.frame_index = crawl2_index;
break;
default:
f.movement = MovementType::Walk;

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@@ -5,7 +5,7 @@
constexpr auto CRAWL_DURATION = 300ms;
enum class PlayerState { Walk, Run, Crawl };
enum class PlayerState { Walk, Run, Crawl1, Crawl2 };
struct FrameSelection {
MovementType movement;
@@ -18,12 +18,13 @@ private:
Timer state_timer;
int walk_index = 0; // cycles 06
int run_index = 0; // cycles 06
int crawl_index = 0; // cycles 01
int crawl1_index = 0; // cycles 01
int crawl2_index = 0; // cycles 01
float phase = 0.0f;
public:
void update();
void start_crawl();
void start_crawl(PlayerState crawl_type);
void set_motion_state_for_speed(int player_speed, int ground_speed);
void toggle_walk_frame(float player_speed, int tick_counter);

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@@ -7,10 +7,13 @@
#include "player.h"
#include "../game/state.h"
#include "../game/animation.h"
#include "../game/collision.h"
#include "../hardware/uart.h"
#include "../render/player.h"
#include "../render/obstacle.h"
#include "../timing/speed_controller.h"
#include "../timing/movement_controller.h"
#include "../game/obstacle_system.h"
extern BufferedSerial serial_port;
extern DigitalOut led;
@@ -38,14 +41,33 @@ void render_loop(int speed) {
int anim_tick_counter = 0;
int tick_counter = 0;
int player_speed = 6;
bool game_over = false;
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++;
mover.update_position(player_speed, timing.get_ground_speed());
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;
UartEvent uart_event = uart.poll();
@@ -54,8 +76,15 @@ void render_loop(int speed) {
}
if (uart_event == UartEvent::Triggered) {
// start crawl frame for x time
player_state.start_crawl();
PlayerState current = player_state.get_state();
if (current == PlayerState::Walk || current == PlayerState::Run) {
player_state.start_crawl(PlayerState::Crawl1);
}
else if (current == PlayerState::Crawl1) {
player_state.start_crawl(PlayerState::Crawl2);
}
need_redraw = true;
}
@@ -64,6 +93,16 @@ void render_loop(int speed) {
if (animation.tick(speed)) {
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;
}
@@ -75,6 +114,25 @@ void render_loop(int speed) {
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);
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);
}

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@@ -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 bottombased 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;
// Collisionmodel 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 bottombased (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);
}

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@@ -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);

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@@ -27,12 +27,20 @@ void draw_character(int x, int y, MovementType movement, int frame_index) {
character_height = CHARACTER_RUN_FRAME_HEIGHT;
break;
case MovementType::Crawl:
total_frames = CHARACTER_CRAWL_FRAME_COUNT;
case MovementType::Crawl1:
total_frames = CHARACTER_CRAWL1_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_CRAWL_FRAMES[frame_index];
character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
character = CHARACTER_CRAWL1_FRAMES[frame_index];
character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
break;
case MovementType::Crawl2:
total_frames = CHARACTER_CRAWL2_FRAME_COUNT;
if (frame_index < 0 || frame_index >= total_frames)
frame_index = 0;
character = CHARACTER_CRAWL2_FRAMES[frame_index];
character_height = CHARACTER_CRAWL2_FRAME_HEIGHT;
break;
}

View File

@@ -4,7 +4,8 @@
enum class MovementType {
Walk,
Run,
Crawl
Crawl1,
Crawl2
};
// Draw the player object starting at given (x, y)

View File

@@ -18,8 +18,11 @@ CharacterPosition get_aligned_frame_position(CharacterPosition base,
case MovementType::Run:
character_height = CHARACTER_RUN_FRAME_HEIGHT;
break;
case MovementType::Crawl:
character_height = CHARACTER_CRAWL_FRAME_HEIGHT;
case MovementType::Crawl1:
character_height = CHARACTER_CRAWL1_FRAME_HEIGHT;
break;
case MovementType::Crawl2:
character_height = CHARACTER_CRAWL2_FRAME_HEIGHT;
break;
}