fix: input delay workaround
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+40
-36
@@ -13,21 +13,27 @@ typedef enum {
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} game_state_t;
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static game_state_t s_game_state = GAME_STATE_READY;
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static int16_t s_player_y = GROUND_Y;
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static int16_t s_player_vy = 0;
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/* Fixed-point 8-bit physics for smooth 60 FPS jump arcs */
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#define FP_SHIFT 8
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#define TO_FP(val) ((int32_t)((val) << FP_SHIFT))
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#define FROM_FP(val) ((int16_t)((val) >> FP_SHIFT))
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static int32_t s_player_y_fp = TO_FP(GROUND_Y);
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static int32_t s_player_vy_fp = 0;
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static bool s_is_jumping = false;
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static int16_t s_obs_x = 72;
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static int32_t s_obs_x_fp = TO_FP(72);
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static int16_t s_obs_h = 6;
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static uint16_t s_score = 0;
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static uint16_t s_high_score = 0;
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static void game_reset(void)
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{
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s_player_y = GROUND_Y;
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s_player_vy = 0;
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s_player_y_fp = TO_FP(GROUND_Y);
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s_player_vy_fp = 0;
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s_is_jumping = false;
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s_obs_x = 72;
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s_obs_x_fp = TO_FP(72);
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s_obs_h = 5 + (rand() % 4);
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s_score = 0;
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}
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@@ -58,45 +64,43 @@ static void game_update(uint32_t delta_ms)
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}
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if (s_game_state == GAME_STATE_PLAYING) {
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static uint32_t jump_acc = 0;
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// 60 FPS Jump Physics
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if (s_is_jumping) {
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jump_acc += delta_ms;
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if (jump_acc >= 45) {
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jump_acc = 0;
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s_player_y += s_player_vy;
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s_player_vy += 1;
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if (s_player_y >= GROUND_Y) {
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s_player_y = GROUND_Y;
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s_player_vy = 0;
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s_is_jumping = false;
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}
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}
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} else {
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jump_acc = 0;
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}
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s_player_y_fp += s_player_vy_fp;
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s_player_vy_fp += 34; // Gravity per frame
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static uint32_t move_acc = 0;
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move_acc += delta_ms;
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if (move_acc >= 16) {
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move_acc = 0;
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s_obs_x -= 1;
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if (s_obs_x < -4) {
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s_obs_x = 72 + (rand() % 16);
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s_obs_h = 5 + (rand() % 5);
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s_score++;
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if (s_score > s_high_score) s_high_score = s_score;
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if (s_player_y_fp >= TO_FP(GROUND_Y)) {
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s_player_y_fp = TO_FP(GROUND_Y);
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s_player_vy_fp = 0;
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s_is_jumping = false;
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}
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}
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if (s_obs_x <= 13 && (s_obs_x + 3) >= 8) {
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if ((s_player_y - 1) >= (GROUND_Y - s_obs_h + 1)) {
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// 60 FPS Obstacle Movement (~70 px/sec)
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s_obs_x_fp -= 300; // ~1.17 pixels per 60fps frame
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int16_t obs_x = FROM_FP(s_obs_x_fp);
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if (obs_x < -4) {
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s_obs_x_fp = TO_FP(72 + (rand() % 16));
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obs_x = FROM_FP(s_obs_x_fp);
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s_obs_h = 5 + (rand() % 5);
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s_score++;
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if (s_score > s_high_score) s_high_score = s_score;
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}
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int16_t player_y = FROM_FP(s_player_y_fp);
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// Collision Check (Hitbox: player is 5x5 at x=8..12, obs is 3xH at obs_x..obs_x+2)
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if (obs_x <= 13 && (obs_x + 3) >= 8) {
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if ((player_y - 1) >= (GROUND_Y - s_obs_h + 1)) {
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s_game_state = GAME_STATE_OVER;
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sys_gfx_show_toast("GAME OVER", 800);
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}
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}
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sys_gfx_fill_rect(8, s_player_y - 5, 5, 5, COLOR_WHITE);
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sys_gfx_fill_rect(s_obs_x, GROUND_Y - s_obs_h + 1, 3, s_obs_h, COLOR_WHITE);
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// Render Player and Obstacle
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sys_gfx_fill_rect(8, player_y - 5, 5, 5, COLOR_WHITE);
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sys_gfx_fill_rect(obs_x, GROUND_Y - s_obs_h + 1, 3, s_obs_h, COLOR_WHITE);
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char score_str[12];
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snprintf(score_str, sizeof(score_str), "SC:%u", s_score);
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@@ -125,7 +129,7 @@ static void game_handle_input(input_action_t action)
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} else if (s_game_state == GAME_STATE_PLAYING) {
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if (!s_is_jumping) {
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s_is_jumping = true;
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s_player_vy = -5;
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s_player_vy_fp = -740; // Instant jump impulse (-2.9 px/frame)
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}
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} else if (s_game_state == GAME_STATE_OVER) {
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s_game_state = GAME_STATE_PLAYING;
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@@ -52,8 +52,8 @@ static void settings_handle_input(input_action_t action)
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if (action == INPUT_ACTION_CLICK) {
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s_selected_idx = (s_selected_idx + 1) % SETTINGS_COUNT;
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} else if (action == INPUT_ACTION_DOUBLE_CLICK) {
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if (s_selected_idx == 0) s_selected_idx = SETTINGS_COUNT - 1;
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else s_selected_idx--;
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/* Tap 1 already stepped +1; stepping -2 results in a net -1 (previous entry) */
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s_selected_idx = (s_selected_idx + SETTINGS_COUNT - 2) % SETTINGS_COUNT;
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} else if (action == INPUT_ACTION_LONG_PRESS) {
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switch (s_selected_idx) {
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case 0:
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