Add cursed apple: a status-effect apple that inverts controls
Eating a cursed apple inverts the snake's steering for CURSE_DURATION_TICKS ticks, shown on the top screen while active. The sprite is a recolored copy of the rotten-apple tile since all existing sprite tiles are already in use.
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@@ -30,23 +30,25 @@ bool handle_input_frame(InputContext &ctx) {
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}
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if (!ctx.state->paused && !ctx.state->gameOver) {
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const bool cursed = ctx.state->curseTicksRemaining > 0;
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if ((keys != 0U) && ((keys & KEY_UP) != 0U)) {
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ctx.state->snakeDirection = 0;
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ctx.state->snakeDirection = cursed ? 2 : 0;
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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if ((keys != 0U) && ((keys & KEY_RIGHT) != 0U)) {
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ctx.state->snakeDirection = 1;
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ctx.state->snakeDirection = cursed ? 3 : 1;
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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if ((keys != 0U) && ((keys & KEY_DOWN) != 0U)) {
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ctx.state->snakeDirection = 2;
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ctx.state->snakeDirection = cursed ? 0 : 2;
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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if ((keys != 0U) && ((keys & KEY_LEFT) != 0U)) {
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ctx.state->snakeDirection = 3;
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ctx.state->snakeDirection = cursed ? 1 : 3;
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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}
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@@ -89,6 +89,23 @@ bool check_collision_apples_rotten(GameState &state) {
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return true;
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}
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bool check_collision_apples_cursed(GameState &state) {
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const std::array<int, 3> headpos = state.snake.front();
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auto it = std::find_if(state.cursed_apples.begin(), state.cursed_apples.end(),
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[&](const std::array<int, 2> &apple) {
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return apple[0] == headpos[0] && apple[1] == headpos[1];
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});
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if (it == state.cursed_apples.end()) {
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return false;
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}
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state.cursed_apples.erase(it);
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state.curseTicksRemaining = CURSE_DURATION_TICKS;
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return true;
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}
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void spawn_apples(GameState &state) {
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if (state.apples.size() < 1) {
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std::array<int, 2> apple = { rand() % (X_MAX + 1), rand() % (Y_MAX + 1) };
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@@ -102,3 +119,16 @@ void spawn_apples_rotten(GameState &state) {
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state.bad_apples.push_back(badApple);
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}
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}
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void spawn_apples_cursed(GameState &state) {
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if (state.cursed_apples.empty() && (state.ticks % 20 == 0) && ((rand() % 5) == 0)) {
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std::array<int, 2> cursedApple = { rand() % (X_MAX + 1), rand() % (Y_MAX + 1) };
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state.cursed_apples.push_back(cursedApple);
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}
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}
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void tick_status_effects(GameState &state) {
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if (state.curseTicksRemaining > 0) {
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state.curseTicksRemaining--;
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}
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}
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@@ -100,6 +100,15 @@ void draw_apples_rotten(const GameState &state, const RenderAssets &assets, uint
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}
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}
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void draw_apples_cursed(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
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for (const std::array<int, 2> &apple : state.cursed_apples) {
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oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
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SpriteColorFormat_256Color, assets.gfx_apple_cursed, -1, false, false, false, false,
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false);
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oamId++;
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}
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}
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} // namespace
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void draw_game(const GameState &state, const RenderAssets &assets) {
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@@ -108,6 +117,7 @@ void draw_game(const GameState &state, const RenderAssets &assets) {
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if (!state.gameOver) {
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draw_apples(state, assets, oamId);
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draw_apples_rotten(state, assets, oamId);
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draw_apples_cursed(state, assets, oamId);
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draw_snake(state, assets, oamId);
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return;
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}
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@@ -126,6 +136,12 @@ void draw_stats(const GameState &state, bool internals, bool musicEnabled, uint8
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iprintf("\x1b[10;12HScore: %i", state.score);
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if (state.curseTicksRemaining > 0) {
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iprintf("\x1b[1;7HCONTROLS INVERTED!");
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} else {
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iprintf("\x1b[1;7H ");
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}
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if (!state.paused) {
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return;
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}
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+36
-1
@@ -71,6 +71,7 @@ void setup() {
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renderAssets.gfx_head = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
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renderAssets.gfx_apple = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
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renderAssets.gfx_apple_rotten = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
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renderAssets.gfx_apple_cursed = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
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renderAssets.gfx_tail = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
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dmaCopy(get_sprite_pointer(1), renderAssets.gfx_segment, 64);
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@@ -80,10 +81,35 @@ void setup() {
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dmaCopy(get_sprite_pointer(11), renderAssets.gfx_apple_rotten, 64);
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consoleSelect(&topScreen);
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dmaCopy(tilemapPal,SPRITE_PALETTE_SUB,tilemapPalLen);
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// Recolor a copy of the rotten-apple tile (shadow/outline/fill/rot-spots) into unused
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// palette slots to make the "cursed" apple sprite, since all 12 tiles are already in use.
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const uint16_t CURSE_PAL_SHADOW = 14;
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const uint16_t CURSE_PAL_OUTLINE = 15;
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const uint16_t CURSE_PAL_FILL = 16;
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const uint16_t CURSE_PAL_GLOW = 17;
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SPRITE_PALETTE_SUB[CURSE_PAL_SHADOW] = RGB15(9, 5, 12);
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SPRITE_PALETTE_SUB[CURSE_PAL_OUTLINE] = RGB15(10, 0, 14);
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SPRITE_PALETTE_SUB[CURSE_PAL_FILL] = RGB15(18, 0, 22);
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SPRITE_PALETTE_SUB[CURSE_PAL_GLOW] = RGB15(28, 0, 24);
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const auto *rottenTilePixels = static_cast<const uint8_t *>(get_sprite_pointer(11));
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uint8_t cursedTilePixels[64];
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for (int i = 0; i < 64; i++) {
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switch (rottenTilePixels[i]) {
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case 5: cursedTilePixels[i] = static_cast<uint8_t>(CURSE_PAL_SHADOW); break;
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case 7: cursedTilePixels[i] = static_cast<uint8_t>(CURSE_PAL_OUTLINE); break;
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case 10: cursedTilePixels[i] = static_cast<uint8_t>(CURSE_PAL_FILL); break;
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case 12: cursedTilePixels[i] = static_cast<uint8_t>(CURSE_PAL_GLOW); break;
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default: cursedTilePixels[i] = rottenTilePixels[i]; break;
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}
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}
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dmaCopy(cursedTilePixels, renderAssets.gfx_apple_cursed, 64);
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audio_setup(audioContext);
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}
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@@ -115,8 +141,13 @@ void do_tick() {
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if (check_collision_apples_rotten(gameState)) {
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audio_play_boom(audioContext);
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}
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if (check_collision_apples_cursed(gameState)) {
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audio_play_boom(audioContext);
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}
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spawn_apples(gameState);
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spawn_apples_rotten(gameState);
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spawn_apples_cursed(gameState);
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tick_status_effects(gameState);
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if (!wasGameOver && gameOver) {
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audio_stop_music();
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audio_play_fail(audioContext);
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@@ -141,6 +172,8 @@ void init_game() {
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snakeDirection = 1;
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ticks = 0;
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gameOver=false;
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gameState.curseTicksRemaining = 0;
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gameState.cursed_apples.clear();
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consoleSelect(&topScreen);
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consoleClear();
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consoleSelect(&bottomScreen);
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@@ -158,6 +191,8 @@ void init_game() {
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snakeDirection = 1;
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ticks = 0;
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gameOver=false;
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gameState.curseTicksRemaining = 0;
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gameState.cursed_apples.clear();
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consoleSelect(&topScreen);
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consoleClear();
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consoleSelect(&bottomScreen);
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