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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@@ -6,6 +6,8 @@
#include <vector>
#include <nds/ndstypes.h>
#include "consts.h"
enum class Scene {
Menu,
Playing,
@@ -13,6 +15,23 @@ enum class Scene {
constexpr int MENU_ITEM_COUNT = 3;
enum class BarrierPhase : uint8_t {
Inactive, // Slot free
Warning, // Flashing announcement, harmless
Active, // Solid and fatal to the snake head
};
// Temporary hard-mode wall: a straight line of `length` cells starting at (x, y).
// Lifetime is tracked in VBlank frames (see tick_barriers_frame()).
struct Barrier {
BarrierPhase phase = BarrierPhase::Inactive;
int8_t x = 0;
int8_t y = 0;
bool vertical = false;
uint8_t length = 0;
uint16_t framesLeft = 0; // Frames remaining in the current phase
};
struct GameState {
volatile uint16_t ticks = 0;
volatile uint16_t snakelength = 0;
@@ -29,6 +48,11 @@ struct GameState {
uint16_t curseTicksRemaining = 0;
// Fixed-size (no heap) because barriers are touched from both the VBlank
// and Timer 0 IRQs. Those IRQs don't nest, so no further locking is needed.
std::array<Barrier, BARRIER_MAX_COUNT> barriers{};
volatile uint16_t barrierSpawnCooldown = 0; // Frames until the next spawn attempt
std::deque<std::array<int, 3>> snake;
std::vector<std::array<int, 2>> apples;
std::vector<std::array<int, 2>> bad_apples;