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

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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 -1
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@@ -179,7 +179,9 @@ The repository includes preconfigured tasks in [`.vscode/tasks.json`](.vscode/ta
### 6.2 Asset Pipeline ### 6.2 Asset Pipeline
- **Graphics Pipeline:** - **Graphics Pipeline:**
- [`gfx/tilemap.png`](gfx/tilemap.png) + [`gfx/tilemap.grit`](gfx/tilemap.grit) are processed by `grit` into `${CMAKE_CURRENT_BINARY_DIR}/tilemap.s` and `tilemap.h`. - [`gfx/tilemap.png`](gfx/tilemap.png) + [`gfx/tilemap.grit`](gfx/tilemap.grit) are processed by `grit` into `${CMAKE_CURRENT_BINARY_DIR}/tilemap.s` and `tilemap.h`.
- Sprites are referenced by index: tile 1 (segment), 2 (small segment), 3 (head), 5/6 (apple flash frames), 7/8/9/10 (tail variations), 11 (rotten apple). - Sprites are referenced by index: tile 1 (segment), 2 (small segment), 3 (head horizontal), 4 (head vertical), 5/6 (apple flash frames), 7/8/9/10 (tail variations), 11 (rotten apple). All 12 sprite tiles are preloaded once into VRAM at startup; directional and blinking variants are rendered via pointer selection and hardware flipping flags without mid-frame DMA transfers.
- Active OAM sprites are clamped at hardware limit (128) and trailing unused sprites are hidden every frame via `oamClear(&oamSub, oamId, 128 - oamId)`.
- Console text HUD rendering in `draw_stats()` is throttled via dirty-flag caching (`HudCache`), eliminating redundant `iprintf` calls on VBlank.
- **Audio Pipeline:** - **Audio Pipeline:**
- Audio files in [`sounds/`](sounds/) are compiled by `mmutil` into `soundbank.bin` and header `soundbank.h`. - Audio files in [`sounds/`](sounds/) are compiled by `mmutil` into `soundbank.bin` and header `soundbank.h`.
- `bin2s` embeds `soundbank.bin` into assembly source `soundbank_bin.S` and header `soundbank_bin.h`. - `bin2s` embeds `soundbank.bin` into assembly source `soundbank_bin.S` and header `soundbank_bin.h`.
+20 -4
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@@ -5,22 +5,38 @@
#include "game_state.h" #include "game_state.h"
struct HudCache {
int score = -1;
bool cursed = false;
bool paused = false;
bool gameOver = false;
bool musicEnabled = false;
bool hardMode = false;
bool dirty = true;
};
struct RenderAssets { struct RenderAssets {
PrintConsole *topScreen = nullptr; PrintConsole *topScreen = nullptr;
PrintConsole *bottomScreen = nullptr; PrintConsole *bottomScreen = nullptr;
u16 *gfx_segment = nullptr; u16 *gfx_segment = nullptr;
u16 *gfx_segment_small = nullptr; u16 *gfx_segment_small = nullptr;
u16 *gfx_head = nullptr; u16 *gfx_head_h = nullptr;
u16 *gfx_head_v = nullptr;
u16 *gfx_apple = nullptr; u16 *gfx_apple = nullptr;
u16 *gfx_tail = nullptr; u16 *gfx_apple_blink = nullptr;
u16 *gfx_tail_h[2] = {nullptr, nullptr};
u16 *gfx_tail_v[2] = {nullptr, nullptr};
u16 *gfx_apple_rotten = nullptr; u16 *gfx_apple_rotten = nullptr;
u16 *gfx_apple_cursed = nullptr; u16 *gfx_apple_cursed = nullptr;
HudCache hudCache;
}; };
void invalidate_hud(RenderAssets &assets);
void draw_game(const GameState &state, const RenderAssets &assets); void draw_game(const GameState &state, const RenderAssets &assets);
void draw_stats(const GameState &state, bool internals, bool musicEnabled, uint8_t frame); void draw_stats(const GameState &state, RenderAssets &assets, bool internals, bool musicEnabled, uint8_t frame);
void draw_menu(const GameState &state, const RenderAssets &assets, bool musicEnabled); void draw_menu(const GameState &state, RenderAssets &assets, bool musicEnabled);
void blink_apples(const GameState &state, u16 *gfx_apple); void blink_apples(const GameState &state, u16 *gfx_apple);
#endif #endif
+3
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@@ -26,6 +26,7 @@ bool handle_input_frame(InputContext &ctx) {
setBackdropColor(RGB15(0, 0, 0)); setBackdropColor(RGB15(0, 0, 0));
consoleSelect(ctx.topScreen); consoleSelect(ctx.topScreen);
consoleClear(); consoleClear();
invalidate_hud(*ctx.renderAssets);
} }
} }
@@ -115,11 +116,13 @@ bool handle_input_frame(InputContext &ctx) {
audio_play_pause(*ctx.audio); audio_play_pause(*ctx.audio);
audio_pause_music_if_enabled(*ctx.audio); audio_pause_music_if_enabled(*ctx.audio);
puts("\x1b[11;12HPaused"); puts("\x1b[11;12HPaused");
invalidate_hud(*ctx.renderAssets);
} else { } else {
audio_resume_music_if_enabled(*ctx.audio); audio_resume_music_if_enabled(*ctx.audio);
audio_play_unpause(*ctx.audio); audio_play_unpause(*ctx.audio);
consoleSelect(ctx.topScreen); consoleSelect(ctx.topScreen);
consoleClear(); consoleClear();
invalidate_hud(*ctx.renderAssets);
} }
} else { } else {
ctx.init_game(); ctx.init_game();
+222 -139
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@@ -8,190 +8,273 @@
namespace { namespace {
const void *get_sprite_pointer(uint16_t spriteIndex) { void draw_snake_head(const GameState &state, const RenderAssets &assets,
return &tilemapTiles[spriteIndex * 16]; 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) { void draw_snake_tail(const GameState &state, const RenderAssets &assets,
const std::array<int, 3> dot = state.snake.front(); uint16_t &oamId) {
bool hflip = false; if (oamId >= 128 || state.snake.size() < 2) {
bool vflip = false; return;
}
switch (state.snakeDirection) { const std::array<int, 3> dot = state.snake.back();
case 0: const size_t var = (state.snake.size() - 1) % 2;
dmaCopy(&tilemapTiles[64], assets.gfx_head, 64); u16 *tailGfx = nullptr;
break; bool hflip = false;
case 1: bool vflip = false;
dmaCopy(&tilemapTiles[48], assets.gfx_head, 64);
break; switch (state.snake.at(state.snake.size() - 2).at(2)) {
case 2: case 0: // Up
dmaCopy(&tilemapTiles[64], assets.gfx_head, 64); tailGfx = assets.gfx_tail_v[var];
vflip = true; vflip = true;
break; break;
case 3: case 1: // Right
dmaCopy(&tilemapTiles[48], assets.gfx_head, 64); tailGfx = assets.gfx_tail_h[var];
hflip = true; hflip = true;
break; break;
default: case 2: // Down
break; 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, state.snake[i][0] * 8, state.snake[i][1] * 8, 0, 0,
oamSet(&oamSub, oamId, dot[0] * 8, dot[1] * 8, 0, 0, SpriteSize_8x8, SpriteColorFormat_256Color, SpriteSize_8x8, SpriteColorFormat_256Color,
assets.gfx_head, -1, false, false, hflip, vflip, false); (i % 2) ? assets.gfx_segment_small : assets.gfx_segment, -1, false,
false, false, false, false);
oamId++; 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); draw_snake_tail(state, assets, oamId);
}
} }
void draw_apples(const GameState &state, const RenderAssets &assets, uint16_t &oamId) { void draw_apples(const GameState &state, const RenderAssets &assets,
for (const std::array<int, 2> &apple : state.apples) { uint16_t &oamId) {
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8, u16 *appleGfx =
SpriteColorFormat_256Color, assets.gfx_apple, -1, false, false, false, false, false); (state.ticks % 4 == 0) ? assets.gfx_apple_blink : assets.gfx_apple;
oamId++; 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) { void draw_apples_rotten(const GameState &state, const RenderAssets &assets,
for (const std::array<int, 2> &apple : state.bad_apples) { uint16_t &oamId) {
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8, for (const std::array<int, 2> &apple : state.bad_apples) {
SpriteColorFormat_256Color, assets.gfx_apple_rotten, -1, false, false, false, false, if (oamId >= 128) {
false); return;
oamId++;
} }
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) { void draw_apples_cursed(const GameState &state, const RenderAssets &assets,
for (const std::array<int, 2> &apple : state.cursed_apples) { uint16_t &oamId) {
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8, for (const std::array<int, 2> &apple : state.cursed_apples) {
SpriteColorFormat_256Color, assets.gfx_apple_cursed, -1, false, false, false, false, if (oamId >= 128) {
false); return;
oamId++;
} }
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 } // namespace
void invalidate_hud(RenderAssets &assets) { assets.hudCache.dirty = true; }
void draw_game(const GameState &state, const RenderAssets &assets) { void draw_game(const GameState &state, const RenderAssets &assets) {
uint16_t oamId = 0; uint16_t oamId = 0;
if (!state.gameOver) { if (!state.gameOver) {
draw_apples(state, assets, oamId); draw_apples(state, assets, oamId);
draw_apples_rotten(state, assets, oamId); draw_apples_rotten(state, assets, oamId);
draw_apples_cursed(state, assets, oamId); draw_apples_cursed(state, assets, oamId);
draw_snake(state, assets, oamId); draw_snake(state, assets, oamId);
return;
// 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!"); // On Game Over, hide all sprites so none are left dangling
consoleSelect(assets.topScreen); oamClear(&oamSub, 0, 128);
iprintf("\x1b[10;13HGAME OVER!");
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) { void draw_stats(const GameState &state, RenderAssets &assets, bool internals,
if (internals) { bool musicEnabled, uint8_t frame) {
iprintf("\x1b[0;0HFrame = %i\nTick = %i\ndir = %i", frame, state.ticks, state.snakeDirection); if (internals) {
iprintf("\x1b[3;0HLength: %i", state.snakelength); iprintf("\x1b[0;0HFrame = %i\nTick = %i\ndir = %i", frame, state.ticks,
iprintf("\x1b[4;0Hx=%i\ny=%i", state.snake.front()[0], state.snake.front()[1]); 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); iprintf("\x1b[10;12HScore: %i", state.score);
cache.score = state.score;
}
if (state.curseTicksRemaining > 0) { if (needs_curse_update) {
iprintf("\x1b[1;7HCONTROLS INVERTED!"); if (cursed) {
iprintf("\x1b[1;7HCONTROLS INVERTED!");
} else { } else {
iprintf("\x1b[1;7H "); iprintf("\x1b[1;7H ");
} }
cache.cursed = cursed;
}
if (needs_pause_update) {
if (!state.paused) { if (!state.paused) {
if (state.gameOver) { if (state.gameOver) {
iprintf("\x1b[23;0HB = Main Menu"); iprintf("\x1b[23;0HB = Main Menu");
} } else if (cache.paused) {
return; // Clear any leftover pause strings if previously paused
} iprintf("\x1b[21;0H ");
iprintf("\x1b[22;0H ");
iprintf("\x1b[21;0HB = Main Menu"); iprintf("\x1b[23;0H ");
}
if (musicEnabled) {
iprintf("\x1b[23;0HX = Disable Music");
} else { } else {
iprintf("\x1b[23;0HX = Enable Music "); iprintf("\x1b[21;0HB = Main Menu");
} if (state.hardMode) {
if (state.hardMode) {
iprintf("\x1b[22;0HY = Restart in normal mode"); iprintf("\x1b[22;0HY = Restart in normal mode");
} else { } else {
iprintf("\x1b[22;0HY = Restart in Hard mode"); 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) { void draw_menu(const GameState &state, RenderAssets &assets,
oamClear(&oamSub, 0, 0); bool musicEnabled) {
oamUpdate(&oamSub); invalidate_hud(assets);
consoleSelect(assets.bottomScreen); oamClear(&oamSub, 0, 128);
consoleClear(); oamUpdate(&oamSub);
consoleSelect(assets.topScreen); consoleSelect(assets.bottomScreen);
consoleClear(); consoleClear();
iprintf("\x1b[3;10HSNAKE PLUS"); consoleSelect(assets.topScreen);
iprintf("\x1b[5;5H---------------------"); consoleClear();
const char *hardModeLabel = state.hardMode ? "ON " : "OFF"; iprintf("\x1b[3;10HSNAKE PLUS");
const char *musicLabel = musicEnabled ? "ON " : "OFF"; iprintf("\x1b[5;5H---------------------");
iprintf("\x1b[8;7H%c Start Game", state.menuSelection == 0 ? '>' : ' '); const char *hardModeLabel = state.hardMode ? "ON " : "OFF";
iprintf("\x1b[10;7H%c Hard Mode: %s", state.menuSelection == 1 ? '>' : ' ', hardModeLabel); const char *musicLabel = musicEnabled ? "ON " : "OFF";
iprintf("\x1b[12;7H%c Music: %s", state.menuSelection == 2 ? '>' : ' ', musicLabel);
iprintf("\x1b[19;3HUP/DOWN: Navigate"); iprintf("\x1b[8;7H%c Start Game", state.menuSelection == 0 ? '>' : ' ');
iprintf("\x1b[20;3HA/START: Select"); 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) { void blink_apples(const GameState & /*state*/, u16 * /*gfx_apple*/) {
if (state.ticks % 4) { // Blinking is now handled directly by draw_apples() via sprite pointer
dmaCopy(get_sprite_pointer(5), gfx_apple, 64); // selection without DMA.
} else {
dmaCopy(get_sprite_pointer(6), gfx_apple, 64);
}
} }
+20 -8
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@@ -47,7 +47,7 @@ AudioContext audioContext;
RenderAssets renderAssets; RenderAssets renderAssets;
const void * get_sprite_pointer(uint16 spriteIndex) { const void * get_sprite_pointer(uint16_t spriteIndex) {
return &tilemapTiles[spriteIndex*16]; return &tilemapTiles[spriteIndex*16];
} }
@@ -69,16 +69,27 @@ void setup() {
renderAssets.gfx_segment = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color); renderAssets.gfx_segment = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_segment_small = 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 = 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_rotten = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple_cursed = 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(1), renderAssets.gfx_segment, 64);
dmaCopy(get_sprite_pointer(2), renderAssets.gfx_segment_small, 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(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); dmaCopy(get_sprite_pointer(11), renderAssets.gfx_apple_rotten, 64);
consoleSelect(&topScreen); consoleSelect(&topScreen);
@@ -118,7 +129,7 @@ void handle_vblank() {
frame++; frame++;
if (gameState.scene == Scene::Playing) { if (gameState.scene == Scene::Playing) {
consoleSelect(&topScreen); 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); oamUpdate(&oamSub);
//flashy_colors(); //flashy_colors();
@@ -155,7 +166,6 @@ void do_tick() {
audio_stop_music(); audio_stop_music();
audio_play_fail(audioContext); audio_play_fail(audioContext);
} }
blink_apples(gameState, renderAssets.gfx_apple);
//consoleSelect(&bottomScreen); //consoleSelect(&bottomScreen);
draw_game(gameState, renderAssets); draw_game(gameState, renderAssets);
} }
@@ -179,9 +189,10 @@ void init_game() {
gameState.cursed_apples.clear(); gameState.cursed_apples.clear();
consoleSelect(&topScreen); consoleSelect(&topScreen);
consoleClear(); consoleClear();
invalidate_hud(renderAssets);
consoleSelect(&bottomScreen); consoleSelect(&bottomScreen);
consoleClear(); consoleClear();
oamClear(&oamSub,0,0); oamClear(&oamSub,0,128);
audio_start_music(audioContext); audio_start_music(audioContext);
} }
else else
@@ -198,9 +209,10 @@ void init_game() {
gameState.cursed_apples.clear(); gameState.cursed_apples.clear();
consoleSelect(&topScreen); consoleSelect(&topScreen);
consoleClear(); consoleClear();
invalidate_hud(renderAssets);
consoleSelect(&bottomScreen); consoleSelect(&bottomScreen);
consoleClear(); consoleClear();
oamClear(&oamSub,0,0); oamClear(&oamSub,0,128);
audio_start_music(audioContext); audio_start_music(audioContext);
} }