feat: add temporary hazardous barriers in hard mode
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08a4b41280
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8 files changed
+466
-17
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@@ -32,6 +32,8 @@ struct RenderAssets {
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u16 *gfx_tail_v[2] = {nullptr, nullptr};
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u16 *gfx_apple_rotten = nullptr;
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u16 *gfx_apple_cursed = nullptr;
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u16 *gfx_barrier = nullptr; // Solid, fatal barrier segment
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u16 *gfx_barrier_warn = nullptr; // Dashed outline shown while announcing
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HudCache hudCache;
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};
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@@ -41,5 +43,7 @@ void draw_game(const GameState &state, const RenderAssets &assets);
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void draw_stats(const GameState &state, RenderAssets &assets, bool internals, bool musicEnabled, uint8_t frame);
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void draw_menu(const GameState &state, RenderAssets &assets, bool musicEnabled);
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void blink_apples(const GameState &state, u16 *gfx_apple);
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// Called every VBlank: owns OAM slots [0, BARRIER_OAM_SLOTS) and animates barrier palette entries
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void draw_barriers(const GameState &state, const RenderAssets &assets, uint8_t frame);
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#endif
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