Add a main menu scene with Start/Hard Mode/Music options
The game now boots into a menu (Start Game, Hard Mode toggle, Music toggle) navigated with Up/Down and A/Start, instead of dropping straight into a match. B returns to the menu from a paused or game-over state.
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0e7477031f
commit
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5 files changed
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-4
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@@ -20,6 +20,7 @@ struct RenderAssets {
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void draw_game(const GameState &state, const RenderAssets &assets);
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void draw_stats(const GameState &state, bool internals, bool musicEnabled, uint8_t frame);
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void draw_menu(const GameState &state, const RenderAssets &assets, bool musicEnabled);
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void blink_apples(const GameState &state, u16 *gfx_apple);
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#endif
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@@ -6,6 +6,13 @@
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#include <vector>
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#include <nds/ndstypes.h>
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enum class Scene {
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Menu,
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Playing,
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};
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constexpr int MENU_ITEM_COUNT = 3;
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struct GameState {
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volatile uint16_t ticks = 0;
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volatile uint16_t snakelength = 0;
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@@ -16,6 +23,9 @@ struct GameState {
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bool paused = false;
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bool hardMode = false;
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Scene scene = Scene::Menu;
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int menuSelection = 0;
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uint16_t curseTicksRemaining = 0;
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std::deque<std::array<int, 3>> snake;
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@@ -29,6 +29,43 @@ bool handle_input_frame(InputContext &ctx) {
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}
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}
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if (ctx.state->scene == Scene::Menu) {
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if ((keys != 0U) && ((keys & (KEY_UP | KEY_DOWN)) != 0U)) {
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const int delta = ((keys & KEY_UP) != 0U) ? -1 : 1;
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ctx.state->menuSelection = (ctx.state->menuSelection + delta + MENU_ITEM_COUNT) % MENU_ITEM_COUNT;
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draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
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}
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if ((keys != 0U) && (((keys & KEY_A) != 0U) || ((keys & KEY_START) != 0U))) {
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switch (ctx.state->menuSelection) {
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case 0:
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ctx.state->scene = Scene::Playing;
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ctx.init_game();
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draw_game(*ctx.state, *ctx.renderAssets);
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break;
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case 1:
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ctx.state->hardMode = !ctx.state->hardMode;
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draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
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break;
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case 2:
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audio_toggle_music(*ctx.audio);
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draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
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break;
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default:
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break;
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}
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}
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return true;
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}
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if ((ctx.state->paused || ctx.state->gameOver) && (keys != 0U) && ((keys & KEY_B) != 0U)) {
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ctx.state->scene = Scene::Menu;
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ctx.state->paused = false;
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draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
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return true;
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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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@@ -143,9 +143,14 @@ void draw_stats(const GameState &state, bool internals, bool musicEnabled, uint8
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}
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if (!state.paused) {
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if (state.gameOver) {
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iprintf("\x1b[23;0HB = Main Menu");
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}
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return;
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}
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iprintf("\x1b[21;0HB = Main Menu");
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if (musicEnabled) {
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iprintf("\x1b[23;0HX = Disable Music");
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} else {
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@@ -159,6 +164,30 @@ void draw_stats(const GameState &state, bool internals, bool musicEnabled, uint8
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}
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}
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void draw_menu(const GameState &state, const RenderAssets &assets, bool musicEnabled) {
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oamClear(&oamSub, 0, 0);
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oamUpdate(&oamSub);
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consoleSelect(assets.bottomScreen);
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consoleClear();
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consoleSelect(assets.topScreen);
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consoleClear();
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iprintf("\x1b[3;10HSNAKE PLUS");
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iprintf("\x1b[5;5H---------------------");
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const char *hardModeLabel = state.hardMode ? "ON " : "OFF";
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const char *musicLabel = musicEnabled ? "ON " : "OFF";
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iprintf("\x1b[8;7H%c Start Game", state.menuSelection == 0 ? '>' : ' ');
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iprintf("\x1b[10;7H%c Hard Mode: %s", state.menuSelection == 1 ? '>' : ' ', hardModeLabel);
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iprintf("\x1b[12;7H%c Music: %s", state.menuSelection == 2 ? '>' : ' ', musicLabel);
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iprintf("\x1b[19;3HUP/DOWN: Navigate");
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iprintf("\x1b[20;3HA/START: Select");
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}
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void blink_apples(const GameState &state, u16 *gfx_apple) {
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if (state.ticks % 4) {
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dmaCopy(get_sprite_pointer(5), gfx_apple, 64);
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+5
-4
@@ -57,6 +57,7 @@ void setup() {
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videoSetMode(MODE_0_2D);
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videoSetModeSub(MODE_0_2D);
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vramSetBankA(VRAM_A_MAIN_BG);
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vramSetBankC(VRAM_C_SUB_BG);
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vramSetBankD(VRAM_D_SUB_SPRITE);
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consoleInit(&topScreen, 3,BgType_Text4bpp, BgSize_T_256x256, X_MAX, 0, true, true);
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@@ -115,14 +116,16 @@ void setup() {
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}
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void handle_vblank() {
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frame++;
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if (gameState.scene == Scene::Playing) {
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consoleSelect(&topScreen);
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draw_stats(gameState, internals, audio_is_music_enabled(audioContext), frame);
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}
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oamUpdate(&oamSub);
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//flashy_colors();
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}
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void do_tick() {
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if (!paused) {
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if (gameState.scene == Scene::Playing && !paused) {
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ticks++;
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if (!gameOver){
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const bool wasGameOver = gameOver;
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@@ -211,9 +214,7 @@ int main(void) {
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irqSet(IRQ_VBLANK, handle_vblank);
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setup();
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init_game();
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// Start timer for game ticks
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draw_menu(gameState, renderAssets, audio_is_music_enabled(audioContext));
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InputContext inputContext;
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inputContext.state = &gameState;
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