refactor: optimize snake sprite rendering using preloaded directional assets and implement HUD caching

This commit is contained in:
phillip committed 2026-10-01 22:00:55 +02:00
1 parent db9013c9c5
commit 60740a53c2
5 files changed
+268 -152

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+3
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@@ -26,6 +26,7 @@ bool handle_input_frame(InputContext &ctx) {
setBackdropColor(RGB15(0, 0, 0));
consoleSelect(ctx.topScreen);
consoleClear();
invalidate_hud(*ctx.renderAssets);
}
}
@@ -115,11 +116,13 @@ bool handle_input_frame(InputContext &ctx) {
audio_play_pause(*ctx.audio);
audio_pause_music_if_enabled(*ctx.audio);
puts("\x1b[11;12HPaused");
invalidate_hud(*ctx.renderAssets);
} else {
audio_resume_music_if_enabled(*ctx.audio);
audio_play_unpause(*ctx.audio);
consoleSelect(ctx.topScreen);
consoleClear();
invalidate_hud(*ctx.renderAssets);
}
} else {
ctx.init_game();
+222 -139
View File
@@ -8,190 +8,273 @@
namespace {
const void *get_sprite_pointer(uint16_t spriteIndex) {
return &tilemapTiles[spriteIndex * 16];
void draw_snake_head(const GameState &state, const RenderAssets &assets,
uint16_t &oamId) {
if (oamId >= 128 || state.snake.empty()) {
return;
}
const std::array<int, 3> dot = state.snake.front();
u16 *headGfx = nullptr;
bool hflip = false;
bool vflip = false;
switch (state.snakeDirection) {
case 0: // Up
headGfx = assets.gfx_head_v;
break;
case 1: // Right
headGfx = assets.gfx_head_h;
break;
case 2: // Down
headGfx = assets.gfx_head_v;
vflip = true;
break;
case 3: // Left
headGfx = assets.gfx_head_h;
hflip = true;
break;
default:
headGfx = assets.gfx_head_h;
break;
}
oamSet(&oamSub, oamId, dot[0] * 8, dot[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, headGfx, -1, false, false, hflip, vflip,
false);
oamId++;
}
void draw_snake_head(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
const std::array<int, 3> dot = state.snake.front();
bool hflip = false;
bool vflip = false;
void draw_snake_tail(const GameState &state, const RenderAssets &assets,
uint16_t &oamId) {
if (oamId >= 128 || state.snake.size() < 2) {
return;
}
switch (state.snakeDirection) {
case 0:
dmaCopy(&tilemapTiles[64], assets.gfx_head, 64);
break;
case 1:
dmaCopy(&tilemapTiles[48], assets.gfx_head, 64);
break;
case 2:
dmaCopy(&tilemapTiles[64], assets.gfx_head, 64);
vflip = true;
break;
case 3:
dmaCopy(&tilemapTiles[48], assets.gfx_head, 64);
hflip = true;
break;
default:
break;
const std::array<int, 3> dot = state.snake.back();
const size_t var = (state.snake.size() - 1) % 2;
u16 *tailGfx = nullptr;
bool hflip = false;
bool vflip = false;
switch (state.snake.at(state.snake.size() - 2).at(2)) {
case 0: // Up
tailGfx = assets.gfx_tail_v[var];
vflip = true;
break;
case 1: // Right
tailGfx = assets.gfx_tail_h[var];
hflip = true;
break;
case 2: // Down
tailGfx = assets.gfx_tail_v[var];
break;
case 3: // Left
tailGfx = assets.gfx_tail_h[var];
break;
default:
tailGfx = assets.gfx_tail_h[var];
break;
}
oamSet(&oamSub, oamId, dot[0] * 8, dot[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, tailGfx, -1, false, false, hflip, vflip,
false);
oamId++;
}
void draw_snake(const GameState &state, const RenderAssets &assets,
uint16_t &oamId) {
if (state.snake.empty()) {
return;
}
draw_snake_head(state, assets, oamId);
for (size_t i = 1; i + 1 < state.snake.size(); i++) {
if (oamId >= 128) {
return;
}
oamSet(&oamSub, oamId, dot[0] * 8, dot[1] * 8, 0, 0, SpriteSize_8x8, SpriteColorFormat_256Color,
assets.gfx_head, -1, false, false, hflip, vflip, false);
oamSet(&oamSub, oamId, state.snake[i][0] * 8, state.snake[i][1] * 8, 0, 0,
SpriteSize_8x8, SpriteColorFormat_256Color,
(i % 2) ? assets.gfx_segment_small : assets.gfx_segment, -1, false,
false, false, false, false);
oamId++;
}
void draw_snake_tail(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
const std::array<int, 3> dot = state.snake.back();
bool hflip = false;
bool vflip = false;
switch (state.snake.at(state.snake.size() - 2).at(2)) {
case 0:
dmaCopy(get_sprite_pointer(9 + ((state.snake.size() - 1) % 2)), assets.gfx_tail, 64);
vflip = true;
break;
case 1:
dmaCopy(get_sprite_pointer(7 + ((state.snake.size() - 1) % 2)), assets.gfx_tail, 64);
hflip = true;
break;
case 2:
dmaCopy(get_sprite_pointer(9 + ((state.snake.size() - 1) % 2)), assets.gfx_tail, 64);
break;
case 3:
dmaCopy(get_sprite_pointer(7 + ((state.snake.size() - 1) % 2)), assets.gfx_tail, 64);
break;
default:
break;
}
oamSet(&oamSub, oamId, dot[0] * 8, dot[1] * 8, 0, 0, SpriteSize_8x8, SpriteColorFormat_256Color,
assets.gfx_tail, -1, false, false, hflip, vflip, false);
oamId++;
}
void draw_snake(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
draw_snake_head(state, assets, oamId);
for (size_t i = 1; i < state.snake.size() - 1; i++) {
oamSet(&oamSub, oamId, state.snake[i][0] * 8, state.snake[i][1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, (i % 2) ? assets.gfx_segment_small : assets.gfx_segment, -1,
false, false, false, false, false);
oamId++;
}
}
if (state.snake.size() > 1) {
draw_snake_tail(state, assets, oamId);
}
}
void draw_apples(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
for (const std::array<int, 2> &apple : state.apples) {
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, assets.gfx_apple, -1, false, false, false, false, false);
oamId++;
void draw_apples(const GameState &state, const RenderAssets &assets,
uint16_t &oamId) {
u16 *appleGfx =
(state.ticks % 4 == 0) ? assets.gfx_apple_blink : assets.gfx_apple;
for (const std::array<int, 2> &apple : state.apples) {
if (oamId >= 128) {
return;
}
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, appleGfx, -1, false, false, false, false,
false);
oamId++;
}
}
void draw_apples_rotten(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
for (const std::array<int, 2> &apple : state.bad_apples) {
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, assets.gfx_apple_rotten, -1, false, false, false, false,
false);
oamId++;
void draw_apples_rotten(const GameState &state, const RenderAssets &assets,
uint16_t &oamId) {
for (const std::array<int, 2> &apple : state.bad_apples) {
if (oamId >= 128) {
return;
}
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, assets.gfx_apple_rotten, -1, false,
false, false, false, false);
oamId++;
}
}
void draw_apples_cursed(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
for (const std::array<int, 2> &apple : state.cursed_apples) {
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, assets.gfx_apple_cursed, -1, false, false, false, false,
false);
oamId++;
void draw_apples_cursed(const GameState &state, const RenderAssets &assets,
uint16_t &oamId) {
for (const std::array<int, 2> &apple : state.cursed_apples) {
if (oamId >= 128) {
return;
}
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, assets.gfx_apple_cursed, -1, false,
false, false, false, false);
oamId++;
}
}
} // namespace
void invalidate_hud(RenderAssets &assets) { assets.hudCache.dirty = true; }
void draw_game(const GameState &state, const RenderAssets &assets) {
uint16_t oamId = 0;
uint16_t oamId = 0;
if (!state.gameOver) {
draw_apples(state, assets, oamId);
draw_apples_rotten(state, assets, oamId);
draw_apples_cursed(state, assets, oamId);
draw_snake(state, assets, oamId);
return;
if (!state.gameOver) {
draw_apples(state, assets, oamId);
draw_apples_rotten(state, assets, oamId);
draw_apples_cursed(state, assets, oamId);
draw_snake(state, assets, oamId);
// Hide all unused sprites up to hardware limit (128) to eliminate trailing
// ghost sprites
if (oamId < 128) {
oamClear(&oamSub, oamId, 128 - oamId);
}
return;
}
iprintf("\x1b[11;12HGAME OVER!");
consoleSelect(assets.topScreen);
iprintf("\x1b[10;13HGAME OVER!");
// On Game Over, hide all sprites so none are left dangling
oamClear(&oamSub, 0, 128);
iprintf("\x1b[11;12HGAME OVER!");
consoleSelect(assets.topScreen);
iprintf("\x1b[10;13HGAME OVER!");
}
void draw_stats(const GameState &state, bool internals, bool musicEnabled, uint8_t frame) {
if (internals) {
iprintf("\x1b[0;0HFrame = %i\nTick = %i\ndir = %i", frame, state.ticks, state.snakeDirection);
iprintf("\x1b[3;0HLength: %i", state.snakelength);
iprintf("\x1b[4;0Hx=%i\ny=%i", state.snake.front()[0], state.snake.front()[1]);
void draw_stats(const GameState &state, RenderAssets &assets, bool internals,
bool musicEnabled, uint8_t frame) {
if (internals) {
iprintf("\x1b[0;0HFrame = %i\nTick = %i\ndir = %i", frame, state.ticks,
state.snakeDirection);
iprintf("\x1b[3;0HLength: %i", state.snakelength);
if (!state.snake.empty()) {
iprintf("\x1b[4;0Hx=%i\ny=%i", state.snake.front()[0],
state.snake.front()[1]);
}
}
HudCache &cache = assets.hudCache;
const bool cursed = (state.curseTicksRemaining > 0);
const bool needs_score_update = cache.dirty || (cache.score != state.score);
const bool needs_curse_update = cache.dirty || (cache.cursed != cursed);
const bool needs_pause_update =
cache.dirty || (cache.paused != state.paused) ||
(cache.musicEnabled != musicEnabled) ||
(cache.hardMode != state.hardMode) || (cache.gameOver != state.gameOver);
if (needs_score_update) {
iprintf("\x1b[10;12HScore: %i", state.score);
cache.score = state.score;
}
if (state.curseTicksRemaining > 0) {
iprintf("\x1b[1;7HCONTROLS INVERTED!");
if (needs_curse_update) {
if (cursed) {
iprintf("\x1b[1;7HCONTROLS INVERTED!");
} else {
iprintf("\x1b[1;7H ");
iprintf("\x1b[1;7H ");
}
cache.cursed = cursed;
}
if (needs_pause_update) {
if (!state.paused) {
if (state.gameOver) {
iprintf("\x1b[23;0HB = Main Menu");
}
return;
}
iprintf("\x1b[21;0HB = Main Menu");
if (musicEnabled) {
iprintf("\x1b[23;0HX = Disable Music");
if (state.gameOver) {
iprintf("\x1b[23;0HB = Main Menu");
} else if (cache.paused) {
// Clear any leftover pause strings if previously paused
iprintf("\x1b[21;0H ");
iprintf("\x1b[22;0H ");
iprintf("\x1b[23;0H ");
}
} else {
iprintf("\x1b[23;0HX = Enable Music ");
}
if (state.hardMode) {
iprintf("\x1b[21;0HB = Main Menu");
if (state.hardMode) {
iprintf("\x1b[22;0HY = Restart in normal mode");
} else {
iprintf("\x1b[22;0HY = Restart in Hard mode");
} else {
iprintf("\x1b[22;0HY = Restart in Hard mode ");
}
if (musicEnabled) {
iprintf("\x1b[23;0HX = Disable Music");
} else {
iprintf("\x1b[23;0HX = Enable Music ");
}
}
cache.paused = state.paused;
cache.musicEnabled = musicEnabled;
cache.hardMode = state.hardMode;
cache.gameOver = state.gameOver;
}
cache.dirty = false;
}
void draw_menu(const GameState &state, const RenderAssets &assets, bool musicEnabled) {
oamClear(&oamSub, 0, 0);
oamUpdate(&oamSub);
void draw_menu(const GameState &state, RenderAssets &assets,
bool musicEnabled) {
invalidate_hud(assets);
consoleSelect(assets.bottomScreen);
consoleClear();
oamClear(&oamSub, 0, 128);
oamUpdate(&oamSub);
consoleSelect(assets.topScreen);
consoleClear();
consoleSelect(assets.bottomScreen);
consoleClear();
iprintf("\x1b[3;10HSNAKE PLUS");
iprintf("\x1b[5;5H---------------------");
consoleSelect(assets.topScreen);
consoleClear();
const char *hardModeLabel = state.hardMode ? "ON " : "OFF";
const char *musicLabel = musicEnabled ? "ON " : "OFF";
iprintf("\x1b[3;10HSNAKE PLUS");
iprintf("\x1b[5;5H---------------------");
iprintf("\x1b[8;7H%c Start Game", state.menuSelection == 0 ? '>' : ' ');
iprintf("\x1b[10;7H%c Hard Mode: %s", state.menuSelection == 1 ? '>' : ' ', hardModeLabel);
iprintf("\x1b[12;7H%c Music: %s", state.menuSelection == 2 ? '>' : ' ', musicLabel);
const char *hardModeLabel = state.hardMode ? "ON " : "OFF";
const char *musicLabel = musicEnabled ? "ON " : "OFF";
iprintf("\x1b[19;3HUP/DOWN: Navigate");
iprintf("\x1b[20;3HA/START: Select");
iprintf("\x1b[8;7H%c Start Game", state.menuSelection == 0 ? '>' : ' ');
iprintf("\x1b[10;7H%c Hard Mode: %s", state.menuSelection == 1 ? '>' : ' ',
hardModeLabel);
iprintf("\x1b[12;7H%c Music: %s", state.menuSelection == 2 ? '>' : ' ',
musicLabel);
iprintf("\x1b[19;3HUP/DOWN: Navigate");
iprintf("\x1b[20;3HA/START: Select");
}
void blink_apples(const GameState &state, u16 *gfx_apple) {
if (state.ticks % 4) {
dmaCopy(get_sprite_pointer(5), gfx_apple, 64);
} else {
dmaCopy(get_sprite_pointer(6), gfx_apple, 64);
}
void blink_apples(const GameState & /*state*/, u16 * /*gfx_apple*/) {
// Blinking is now handled directly by draw_apples() via sprite pointer
// selection without DMA.
}
+20 -8
View File
@@ -47,7 +47,7 @@ AudioContext audioContext;
RenderAssets renderAssets;
const void * get_sprite_pointer(uint16 spriteIndex) {
const void * get_sprite_pointer(uint16_t spriteIndex) {
return &tilemapTiles[spriteIndex*16];
}
@@ -69,16 +69,27 @@ void setup() {
renderAssets.gfx_segment = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_segment_small = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_head = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_head_h = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_head_v = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple_blink = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail_h[0] = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail_h[1] = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail_v[0] = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail_v[1] = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple_rotten = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple_cursed = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
dmaCopy(get_sprite_pointer(1), renderAssets.gfx_segment, 64);
dmaCopy(get_sprite_pointer(2), renderAssets.gfx_segment_small, 64);
dmaCopy(get_sprite_pointer(3), renderAssets.gfx_head, 64);
dmaCopy(get_sprite_pointer(3), renderAssets.gfx_head_h, 64);
dmaCopy(get_sprite_pointer(4), renderAssets.gfx_head_v, 64);
dmaCopy(get_sprite_pointer(5), renderAssets.gfx_apple, 64);
dmaCopy(get_sprite_pointer(6), renderAssets.gfx_apple_blink, 64);
dmaCopy(get_sprite_pointer(7), renderAssets.gfx_tail_h[0], 64);
dmaCopy(get_sprite_pointer(8), renderAssets.gfx_tail_h[1], 64);
dmaCopy(get_sprite_pointer(9), renderAssets.gfx_tail_v[0], 64);
dmaCopy(get_sprite_pointer(10), renderAssets.gfx_tail_v[1], 64);
dmaCopy(get_sprite_pointer(11), renderAssets.gfx_apple_rotten, 64);
consoleSelect(&topScreen);
@@ -118,7 +129,7 @@ void handle_vblank() {
frame++;
if (gameState.scene == Scene::Playing) {
consoleSelect(&topScreen);
draw_stats(gameState, internals, audio_is_music_enabled(audioContext), frame);
draw_stats(gameState, renderAssets, internals, audio_is_music_enabled(audioContext), frame);
}
oamUpdate(&oamSub);
//flashy_colors();
@@ -155,7 +166,6 @@ void do_tick() {
audio_stop_music();
audio_play_fail(audioContext);
}
blink_apples(gameState, renderAssets.gfx_apple);
//consoleSelect(&bottomScreen);
draw_game(gameState, renderAssets);
}
@@ -179,9 +189,10 @@ void init_game() {
gameState.cursed_apples.clear();
consoleSelect(&topScreen);
consoleClear();
invalidate_hud(renderAssets);
consoleSelect(&bottomScreen);
consoleClear();
oamClear(&oamSub,0,0);
oamClear(&oamSub,0,128);
audio_start_music(audioContext);
}
else
@@ -198,9 +209,10 @@ void init_game() {
gameState.cursed_apples.clear();
consoleSelect(&topScreen);
consoleClear();
invalidate_hud(renderAssets);
consoleSelect(&bottomScreen);
consoleClear();
oamClear(&oamSub,0,0);
oamClear(&oamSub,0,128);
audio_start_music(audioContext);
}