Files
pvs/semestralka1/src/render/loop.cpp
2025-12-14 22:57:04 +01:00

223 lines
6.2 KiB
C++

// src/render/loop.cpp
#include "loop.h"
#include "../assets/background_frame.h"
#include "player_positioning.h"
#include "background.h"
#include "mbed.h"
#include "player.h"
#include "background.h"
#include "../game/game_over.h"
#include "../game/game_state.h"
#include "../game/state.h"
#include "../game/animation.h"
#include "../game/collision.h"
#include "../hardware/button.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 DigitalOut led;
ButtonHandler button(BUTTON1, LED1);
// Constants
// constexpr int PLAYER_X = 9;
constexpr int PLAYER_X = 29;
constexpr int PLAYER_Y = 6;
constexpr int STACK_SIZE = 4096;
void logic_loop(void *arg) {
int speed = *(int *)arg;
MovementState player_state;
AnimationController animation;
MovementController mover(PLAYER_X, VIEW_WIDTH);
SpeedController timing;
timing.set_ground_speed(speed);
CharacterPosition pos = {PLAYER_X, PLAYER_Y};
Timer spawn_timer;
spawn_timer.start();
Timer speed_timer;
speed_timer.start();
int anim_tick_counter = 0;
int tick_counter = 0;
bool game_over = false;
Timer game_timer;
game_timer.start();
// Spawn first obstacle
if (speed >= 5)
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH + 10);
while (!game_over) {
tick_counter++;
if (speed_timer.elapsed_time() >= 6s) {
speed++;
timing.set_ground_speed(speed);
speed_timer.reset();
// update player's animation mode
if (speed < 4)
player_state.set_state(PlayerState::Walk);
else
player_state.set_state(PlayerState::Run);
}
mover.update_position(speed, timing.get_ground_speed());
pos.x = mover.get_position();
// Spawn periodically
if (speed >= 5 && spawn_timer.elapsed_time() > 6s) {
spawn_timer.reset();
spawn_obstacle(CrawlObstacleType::Crawl1, VIEW_WIDTH);
}
// Handle input
if (button.poll() == ButtonEvent::Pressed) {
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);
}
player_state.update();
bool anim_tick = animation.tick(speed);
if (anim_tick) {
anim_tick_counter++;
player_state.toggle_walk_frame(speed, anim_tick_counter);
FrameSelection frame = player_state.get_frame_selection();
CharacterPosition draw_pos = get_aligned_frame_position(pos, frame.movement, frame.frame_index);
int ground_speed = timing.get_ground_speed();
bool collision = false;
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacle_pool[i].active)
continue;
// Keep original position
int old_x = obstacle_pool[i].data.x;
int new_x = old_x - ground_speed;
// Remove if fully offscreen after movement
if (new_x + obstacle_pool[i].data.width < 0) {
obstacle_pool[i].active = false;
continue;
}
// Compute swept region = min..max
int left_swept = (new_x < old_x) ? new_x : old_x;
int right_swept = ((new_x + obstacle_pool[i].data.width) >
(old_x + obstacle_pool[i].data.width))
? (new_x + obstacle_pool[i].data.width)
: (old_x + obstacle_pool[i].data.width);
// Temporarily create a synthetic obstacle covering the swept range
Obstacle swept_obs{};
swept_obs.x = left_swept;
swept_obs.y = obstacle_pool[i].data.y;
swept_obs.width = right_swept - left_swept;
swept_obs.height = obstacle_pool[i].data.height;
// Perform continuous collision check
if (check_collision(pos, frame.movement, swept_obs)) {
collision = true;
break;
}
// Apply the actual movement after check
obstacle_pool[i].data.x = new_x;
}
g_state_mutex.lock();
g_state.player_pos = draw_pos;
g_state.current_speed = speed;
g_state.movement = frame.movement;
g_state.frame_index = frame.frame_index;
g_state.background_shift = animation.get_shift();
g_state.need_redraw = true;
g_state.game_over = collision;
for (int i = 0; i < MAX_OBSTACLES; i++) {
g_state.obstacles[i].x = obstacle_pool[i].data.x;
g_state.obstacles[i].y = obstacle_pool[i].data.y;
g_state.obstacles[i].type = obstacle_pool[i].type;
g_state.obstacles[i].active = obstacle_pool[i].active;
}
g_state_mutex.unlock();
if (collision)
game_over = true;
}
ThisThread::sleep_for(25ms);
}
game_timer.stop();
int seconds = static_cast<int>(game_timer.elapsed_time().count() / 1000000);
g_state_mutex.lock();
g_state.elapsed_seconds = seconds;
g_state.game_over = true;
g_state_mutex.unlock();
}
void render_loop_thread() {
while (true) {
g_state_mutex.lock();
bool need = g_state.need_redraw;
bool over = g_state.game_over;
GameState local = g_state;
g_state.need_redraw = false;
g_state_mutex.unlock();
if (over) {
show_game_over_screen(local.elapsed_seconds, button);
break;
}
if (need) {
draw_mask("background", local.background_shift);
draw_character(local.player_pos.x, local.player_pos.y, local.movement,
local.frame_index);
if (local.current_speed >= 5) {
for (int i = 0; i < MAX_RENDER_OBSTACLES; i++) {
if (local.obstacles[i].active)
draw_obstacle(local.obstacles[i].x, local.obstacles[i].y,
local.obstacles[i].type);
}
}
}
ThisThread::sleep_for(50ms);
}
}
void render_loop(int speed) {
g_state_mutex.lock();
g_state.need_redraw = false;
g_state.game_over = false;
g_state_mutex.unlock();
int *speed_ptr = new int(speed);
Thread logic_thread(osPriorityNormal, STACK_SIZE);
Thread render_thread(osPriorityNormal, STACK_SIZE);
logic_thread.start(callback(logic_loop, (void *)speed_ptr));
render_thread.start(render_loop_thread);
logic_thread.join();
render_thread.join();
delete speed_ptr;
}