feat: add temporary hazardous barriers in hard mode

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phillip committed 2026-10-03 21:32:02 +02:00
1 parent 08a4b41280
commit 9a3a0bd9fd
8 files changed
+466 -17

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@@ -32,6 +32,8 @@ struct RenderAssets {
u16 *gfx_tail_v[2] = {nullptr, nullptr};
u16 *gfx_apple_rotten = nullptr;
u16 *gfx_apple_cursed = nullptr;
u16 *gfx_barrier = nullptr; // Solid, fatal barrier segment
u16 *gfx_barrier_warn = nullptr; // Dashed outline shown while announcing
HudCache hudCache;
};
@@ -41,5 +43,7 @@ void draw_game(const GameState &state, const RenderAssets &assets);
void draw_stats(const GameState &state, RenderAssets &assets, bool internals, bool musicEnabled, uint8_t frame);
void draw_menu(const GameState &state, RenderAssets &assets, bool musicEnabled);
void blink_apples(const GameState &state, u16 *gfx_apple);
// Called every VBlank: owns OAM slots [0, BARRIER_OAM_SLOTS) and animates barrier palette entries
void draw_barriers(const GameState &state, const RenderAssets &assets, uint8_t frame);
#endif