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
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+3 -2
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@@ -102,8 +102,9 @@ The game operates in one of two scenes ([`Scene`](include/game_state.h#L9-L12)):
### 3.4 Game Modes & Progressive Speed Mechanics ### 3.4 Game Modes & Progressive Speed Mechanics
- **Normal Mode:** Starts with length 4, base timer frequency 5.0 Hz (`SPEED_BASE_NORMAL_MHZ = 5000`), scaling up to 13.0 Hz (`SPEED_MAX_NORMAL_MHZ = 13000`). - **Normal Mode:** Starts with length 4, base timer frequency 5.0 Hz (`SPEED_BASE_NORMAL_MHZ = 5000`), scaling up to 13.0 Hz (`SPEED_MAX_NORMAL_MHZ = 13000`).
- **Hard Mode:** Starts with length 2, base timer frequency 9.0 Hz (`SPEED_BASE_HARD_MHZ = 9000`), scaling up to 17.0 Hz (`SPEED_MAX_HARD_MHZ = 17000`), and spawns rotten apples. - **Hard Mode:** Starts with length 2, base timer frequency 5.0 Hz (`SPEED_BASE_HARD_MHZ = 5000`, matching Normal Mode's starting speed), scaling up to 17.0 Hz (`SPEED_MAX_HARD_MHZ = 17000`), spawns rotten apples, and spawns temporary fatal barriers.
- **Progressive Speed Scaling:** Each consumed regular apple increases `state.applesEaten`. Game speed scales linearly with consumed apples up to `SPEED_APPLES_CAP = 40`, granting smooth +200 mHz acceleration per apple. Timer 0 reload registers are recomputed on the fly (`calculate_timer_reload()`). - **Temporary Fatal Barriers (Hard Mode):** Straight lines of blocks appear dynamically across the playfield without overlapping the snake or apples. Barriers only begin spawning after a few apples have been eaten (`BARRIER_START_APPLES = 3`). Their maximum possible length begins at 4 blocks (`BARRIER_BASE_MAX_LENGTH`) and gradually scales up to 10 blocks (`BARRIER_MAX_LENGTH`) later on in the game. At later stages of the game, multiple barriers can spawn simultaneously in a single spawn event (up to 2 at once starting at 16 apples, and up to 3 at once starting at 30 apples), synchronizing their warning and activation phases. Before becoming lethal, each barrier announces itself with a flashing warning reticle frame (`BARRIER_WARN_FRAMES = 120` frames / 2.0 s) whose pulse frequency accelerates and warning color intensifies from dim orange to incandescent yellow-white as solidification approaches. Once active, barriers turn into solid hazard-striped energy walls (`BARRIER_ACTIVE_FRAMES = 240` frames / 4.0 s) fatal to the snake's head on contact. As apples are eaten, spawn intervals accelerate from 9.0 s down to 2.0 s (`BARRIER_INTERVAL_MAX_FRAMES` to `BARRIER_INTERVAL_MIN_FRAMES`) and max concurrent barriers scale up from 1 to 4 (`BARRIER_MAX_COUNT`).
- **Progressive Speed Scaling:** Each consumed regular apple increases `state.applesEaten`. Game speed scales linearly with consumed apples up to `SPEED_APPLES_CAP = 40`, granting smooth +200 mHz acceleration per apple (or +300 mHz in Hard Mode). Timer 0 reload registers are recomputed on the fly (`calculate_timer_reload()`).
- **Progressive Background Intensity Scaling:** Visual effects intensify at the exact same rate (`calculate_intensity_31()`): - **Progressive Background Intensity Scaling:** Visual effects intensify at the exact same rate (`calculate_intensity_31()`):
- Hardware drift scroll speeds accelerate on both top and bottom screens. - Hardware drift scroll speeds accelerate on both top and bottom screens.
- Celestial node oscillation & twinkling breathing frequencies increase via fixed-point phase accumulation (`anim_phase_fp`). - Celestial node oscillation & twinkling breathing frequencies increase via fixed-point phase accumulation (`anim_phase_fp`).
+33 -3
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@@ -1,6 +1,7 @@
#ifndef CONSTS_H #ifndef CONSTS_H
#define CONSTS_H #define CONSTS_H
#endif
#include <cstdint>
const int START_LENGTH = 4; const int START_LENGTH = 4;
const int START_LENGTH_HARD = 2; const int START_LENGTH_HARD = 2;
@@ -14,9 +15,36 @@ const uint16_t CURSE_PAL_GLOW = 18;
const uint16_t CURSE_PAL_CORE = 19; const uint16_t CURSE_PAL_CORE = 19;
const uint16_t CURSE_PAL_LEAF = 20; const uint16_t CURSE_PAL_LEAF = 20;
// Barrier palette indices in SPRITE_PALETTE_SUB (animated every VBlank)
const uint16_t BARRIER_PAL_EDGE = 21;
const uint16_t BARRIER_PAL_FILL = 22;
const uint16_t BARRIER_PAL_STRIPE = 23;
const uint16_t BARRIER_PAL_WARN = 24;
// Hard-mode temporary fatal barriers (all timings in 60 Hz VBlank frames,
// so they stay constant in wall-clock time while the tick rate accelerates)
const int BARRIER_START_APPLES = 3; // Barriers only start appearing after eating a few apples
const int BARRIER_MULTI_SPAWN_APPLES_2 = 16; // Apples required to spawn up to 2 barriers at once
const int BARRIER_MULTI_SPAWN_APPLES_3 = 30; // Apples required to spawn up to 3 barriers at once
const int BARRIER_MAX_COUNT = 4; // Max simultaneous barriers (reached at SPEED_APPLES_CAP)
const int BARRIER_MIN_LENGTH = 2;
const int BARRIER_BASE_MAX_LENGTH = 4; // Max length when barriers first appear
const int BARRIER_MAX_LENGTH = 10; // Max length later in the game (reached at SPEED_APPLES_CAP)
const int BARRIER_OAM_SLOTS = BARRIER_MAX_COUNT * BARRIER_MAX_LENGTH; // Reserved OAM ids 0..39
const int BARRIER_WARN_FRAMES = 120; // 2.0 s flashing announcement (harmless)
const int BARRIER_SOLIDIFY_FRAMES = 20; // Last part of warning: flickers to solid look
const int BARRIER_ACTIVE_FRAMES = 240; // 4.0 s fatal phase
const int BARRIER_FADE_FRAMES = 45; // Last part of active phase: slow blink (still fatal)
const int BARRIER_FIRST_SPAWN_FRAMES = 180; // 3.0 s grace period after reaching BARRIER_START_APPLES
const int BARRIER_INTERVAL_MAX_FRAMES = 540; // 9.0 s between spawns at BARRIER_START_APPLES
const int BARRIER_INTERVAL_MIN_FRAMES = 120; // 2.0 s between spawns at SPEED_APPLES_CAP
const int BARRIER_INTERVAL_JITTER = 60; // Random 0..1 s extra delay
const int BARRIER_RETRY_FRAMES = 30; // Retry delay if no valid spot was found
const int BARRIER_HEAD_SAFE_DISTANCE = 5; // Min wrapped Manhattan distance from the snake head
// Speed scaling configuration (gradual acceleration based on consumed apples) // Speed scaling configuration (gradual acceleration based on consumed apples)
const int SPEED_BASE_NORMAL_MHZ = 5000; // 5.0 Hz (~200 ms per step) const int SPEED_BASE_NORMAL_MHZ = 5000; // 5.0 Hz (~200 ms per step)
const int SPEED_BASE_HARD_MHZ = 9000; // 9.0 Hz (~111 ms per step) const int SPEED_BASE_HARD_MHZ = 5000; // 5.0 Hz: hard mode starts as slow as normal mode
const int SPEED_MAX_NORMAL_MHZ = 13000; // 13.0 Hz (~77 ms per step) const int SPEED_MAX_NORMAL_MHZ = 13000; // 13.0 Hz (~77 ms per step)
const int SPEED_MAX_HARD_MHZ = 17000; // 17.0 Hz (~59 ms per step) const int SPEED_MAX_HARD_MHZ = 17000; // 17.0 Hz (~59 ms per step)
const int SPEED_APPLES_CAP = 40; // Apples consumed to reach max intensity & speed const int SPEED_APPLES_CAP = 40; // Apples consumed to reach max intensity & speed
@@ -69,4 +97,6 @@ const char BITMAP_SEGMENT[] = {
5,6,6,6,6,6,6,5, 5,6,6,6,6,6,6,5,
5,6,6,6,6,6,6,5, 5,6,6,6,6,6,6,5,
0,5,5,5,5,5,5,0 0,5,5,5,5,5,5,0
}; };
#endif // CONSTS_H
+10
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@@ -17,4 +17,14 @@ uint8_t calculate_intensity_31(const GameState &state);
uint16_t calculate_timer_freq_mhz(const GameState &state); uint16_t calculate_timer_freq_mhz(const GameState &state);
uint16_t calculate_timer_reload(const GameState &state); uint16_t calculate_timer_reload(const GameState &state);
// Hard-mode temporary barriers
void reset_barriers(GameState &state); // Main thread (init_game)
void tick_barriers_frame(GameState &state); // VBlank IRQ: advances lifetimes
void spawn_barriers(GameState &state); // Timer IRQ: spawns when cooldown expired
bool check_collision_barriers(GameState &state); // Timer IRQ: head vs. active barrier
bool is_barrier_cell(const GameState &state, int x, int y, bool include_warning);
uint16_t calculate_barrier_interval_frames(const GameState &state);
uint8_t calculate_barrier_max_length(const GameState &state);
uint8_t calculate_barrier_max_batch(const GameState &state);
#endif #endif
+4
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@@ -32,6 +32,8 @@ struct RenderAssets {
u16 *gfx_tail_v[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;
u16 *gfx_barrier = nullptr; // Solid, fatal barrier segment
u16 *gfx_barrier_warn = nullptr; // Dashed outline shown while announcing
HudCache hudCache; 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_stats(const GameState &state, RenderAssets &assets, bool internals, bool musicEnabled, uint8_t frame);
void draw_menu(const GameState &state, 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);
// 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 #endif
+24
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@@ -6,6 +6,8 @@
#include <vector> #include <vector>
#include <nds/ndstypes.h> #include <nds/ndstypes.h>
#include "consts.h"
enum class Scene { enum class Scene {
Menu, Menu,
Playing, Playing,
@@ -13,6 +15,23 @@ enum class Scene {
constexpr int MENU_ITEM_COUNT = 3; 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 { struct GameState {
volatile uint16_t ticks = 0; volatile uint16_t ticks = 0;
volatile uint16_t snakelength = 0; volatile uint16_t snakelength = 0;
@@ -29,6 +48,11 @@ struct GameState {
uint16_t curseTicksRemaining = 0; 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::deque<std::array<int, 3>> snake;
std::vector<std::array<int, 2>> apples; std::vector<std::array<int, 2>> apples;
std::vector<std::array<int, 2>> bad_apples; std::vector<std::array<int, 2>> bad_apples;
+249 -1
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@@ -114,8 +114,14 @@ bool check_collision_apples_cursed(GameState &state) {
} }
void spawn_apples(GameState &state) { void spawn_apples(GameState &state) {
if (state.apples.size() < 1) { if (state.apples.empty()) {
std::array<int, 2> apple = {rand() % (X_MAX + 1), rand() % (Y_MAX + 1)}; std::array<int, 2> apple = {rand() % (X_MAX + 1), rand() % (Y_MAX + 1)};
// Don't place the apple inside a (pending) barrier, it would be unreachable
for (int attempt = 0;
attempt < 16 && is_barrier_cell(state, apple[0], apple[1], true);
attempt++) {
apple = {rand() % (X_MAX + 1), rand() % (Y_MAX + 1)};
}
state.apples.push_back(apple); state.apples.push_back(apple);
} }
} }
@@ -172,3 +178,245 @@ uint16_t calculate_timer_reload(const GameState &state) {
const uint32_t period_ticks = timer_clock_mhz / freq_mhz; const uint32_t period_ticks = timer_clock_mhz / freq_mhz;
return static_cast<uint16_t>(-static_cast<int32_t>(period_ticks)); return static_cast<uint16_t>(-static_cast<int32_t>(period_ticks));
} }
// ---------------------------------------------------------------------------
// Hard-mode temporary barriers
// ---------------------------------------------------------------------------
namespace {
bool barrier_contains(const Barrier &barrier, int x, int y) {
if (barrier.vertical) {
return x == barrier.x && y >= barrier.y && y < barrier.y + barrier.length;
}
return y == barrier.y && x >= barrier.x && x < barrier.x + barrier.length;
}
// Manhattan distance on the wrapping playfield
int wrapped_distance(int x1, int y1, int x2, int y2) {
int dx = std::abs(x1 - x2);
int dy = std::abs(y1 - y2);
dx = std::min(dx, (X_MAX + 1) - dx);
dy = std::min(dy, (Y_MAX + 1) - dy);
return dx + dy;
}
bool cell_in_list(const std::vector<std::array<int, 2>> &list, int x, int y) {
return std::any_of(list.begin(), list.end(),
[&](const std::array<int, 2> &item) {
return item[0] == x && item[1] == y;
});
}
bool cell_blocked_for_barrier(const GameState &state, int x, int y) {
if (is_barrier_cell(state, x, y, true)) {
return true;
}
if (cell_in_list(state.apples, x, y) || cell_in_list(state.bad_apples, x, y) ||
cell_in_list(state.cursed_apples, x, y)) {
return true;
}
if (!state.snake.empty()) {
const auto &head = state.snake.front();
if (wrapped_distance(head[0], head[1], x, y) < BARRIER_HEAD_SAFE_DISTANCE) {
return true;
}
}
return std::any_of(state.snake.begin(), state.snake.end(),
[&](const std::array<int, 3> &seg) {
return seg[0] == x && seg[1] == y;
});
}
int max_concurrent_barriers(const GameState &state) {
if (state.applesEaten < BARRIER_START_APPLES) {
return 0;
}
const int apples = std::min<int>(state.applesEaten, SPEED_APPLES_CAP);
const int apple_span = SPEED_APPLES_CAP - BARRIER_START_APPLES;
if (apple_span <= 0) {
return BARRIER_MAX_COUNT;
}
const int progress = apples - BARRIER_START_APPLES;
return 1 + ((progress * (BARRIER_MAX_COUNT - 1)) / apple_span);
}
} // namespace
void reset_barriers(GameState &state) {
// Called from the main thread; keep the VBlank/Timer IRQs out while resetting
const int old_ime = enterCriticalSection();
for (Barrier &barrier : state.barriers) {
barrier = Barrier{};
}
state.barrierSpawnCooldown = BARRIER_FIRST_SPAWN_FRAMES;
leaveCriticalSection(old_ime);
}
bool is_barrier_cell(const GameState &state, int x, int y,
bool include_warning) {
return std::any_of(
state.barriers.begin(), state.barriers.end(), [&](const Barrier &b) {
const bool relevant =
(b.phase == BarrierPhase::Active) ||
(include_warning && b.phase == BarrierPhase::Warning);
return relevant && barrier_contains(b, x, y);
});
}
uint8_t calculate_barrier_max_length(const GameState &state) {
if (state.applesEaten <= BARRIER_START_APPLES) {
return static_cast<uint8_t>(BARRIER_BASE_MAX_LENGTH);
}
const int apples = std::min<int>(state.applesEaten, SPEED_APPLES_CAP);
const int apple_span = SPEED_APPLES_CAP - BARRIER_START_APPLES;
if (apple_span <= 0) {
return static_cast<uint8_t>(BARRIER_MAX_LENGTH);
}
const int length_span = BARRIER_MAX_LENGTH - BARRIER_BASE_MAX_LENGTH;
const int progress = apples - BARRIER_START_APPLES;
return static_cast<uint8_t>(BARRIER_BASE_MAX_LENGTH +
((progress * length_span) / apple_span));
}
uint8_t calculate_barrier_max_batch(const GameState &state) {
if (state.applesEaten >= BARRIER_MULTI_SPAWN_APPLES_3) {
return 3;
}
if (state.applesEaten >= BARRIER_MULTI_SPAWN_APPLES_2) {
return 2;
}
return 1;
}
uint16_t calculate_barrier_interval_frames(const GameState &state) {
if (state.applesEaten <= BARRIER_START_APPLES) {
return BARRIER_INTERVAL_MAX_FRAMES;
}
const int apples = std::min<int>(state.applesEaten, SPEED_APPLES_CAP);
const int apple_span = SPEED_APPLES_CAP - BARRIER_START_APPLES;
if (apple_span <= 0) {
return BARRIER_INTERVAL_MIN_FRAMES;
}
const int span = BARRIER_INTERVAL_MAX_FRAMES - BARRIER_INTERVAL_MIN_FRAMES;
const int progress = apples - BARRIER_START_APPLES;
return static_cast<uint16_t>(BARRIER_INTERVAL_MAX_FRAMES -
((progress * span) / apple_span));
}
void tick_barriers_frame(GameState &state) {
if (state.applesEaten < BARRIER_START_APPLES) {
state.barrierSpawnCooldown = BARRIER_FIRST_SPAWN_FRAMES;
return;
}
if (state.barrierSpawnCooldown > 0) {
state.barrierSpawnCooldown = static_cast<uint16_t>(state.barrierSpawnCooldown - 1U);
}
for (Barrier &barrier : state.barriers) {
if (barrier.phase == BarrierPhase::Inactive) {
continue;
}
if (barrier.framesLeft > 0) {
barrier.framesLeft--;
continue;
}
if (barrier.phase == BarrierPhase::Warning) {
barrier.phase = BarrierPhase::Active;
barrier.framesLeft = BARRIER_ACTIVE_FRAMES;
} else {
barrier.phase = BarrierPhase::Inactive;
}
}
}
void spawn_barriers(GameState &state) {
if (!state.hardMode || state.applesEaten < BARRIER_START_APPLES ||
state.barrierSpawnCooldown > 0) {
return;
}
const int in_use = static_cast<int>(
std::count_if(state.barriers.begin(), state.barriers.end(),
[](const Barrier &b) { return b.phase != BarrierPhase::Inactive; }));
const int max_allowed = max_concurrent_barriers(state);
const int available = max_allowed - in_use;
if (available <= 0) {
state.barrierSpawnCooldown = BARRIER_RETRY_FRAMES;
return;
}
const int max_batch = calculate_barrier_max_batch(state);
int to_spawn = 1;
if (max_batch > 1 && available > 1) {
const int max_possible = std::min(max_batch, available);
to_spawn = 1 + (rand() % max_possible);
}
int spawned_count = 0;
const int current_max = calculate_barrier_max_length(state);
const int length_range = current_max - BARRIER_MIN_LENGTH + 1;
for (int spawn_idx = 0; spawn_idx < to_spawn; spawn_idx++) {
auto free_slot =
std::find_if(state.barriers.begin(), state.barriers.end(),
[](const Barrier &b) { return b.phase == BarrierPhase::Inactive; });
if (free_slot == state.barriers.end()) {
break;
}
bool spawned = false;
for (int attempt = 0; attempt < 48; attempt++) {
Barrier candidate;
candidate.vertical = (rand() % 2) == 0;
candidate.length = static_cast<uint8_t>(
BARRIER_MIN_LENGTH + (rand() % length_range));
// Keep the whole line on screen (barriers never wrap around edges)
const int max_x = candidate.vertical ? X_MAX : (X_MAX + 1 - candidate.length);
const int max_y = candidate.vertical ? (Y_MAX + 1 - candidate.length) : Y_MAX;
candidate.x = static_cast<int8_t>(rand() % (max_x + 1));
candidate.y = static_cast<int8_t>(rand() % (max_y + 1));
bool valid = true;
for (int i = 0; i < candidate.length && valid; i++) {
const int cx = candidate.x + (candidate.vertical ? 0 : i);
const int cy = candidate.y + (candidate.vertical ? i : 0);
valid = !cell_blocked_for_barrier(state, cx, cy);
}
if (valid) {
candidate.phase = BarrierPhase::Warning;
candidate.framesLeft = BARRIER_WARN_FRAMES;
*free_slot = candidate;
spawned = true;
spawned_count++;
break;
}
}
if (!spawned) {
break;
}
}
if (spawned_count > 0) {
state.barrierSpawnCooldown = static_cast<uint16_t>(
calculate_barrier_interval_frames(state) +
(rand() % (BARRIER_INTERVAL_JITTER + 1)));
} else {
state.barrierSpawnCooldown = BARRIER_RETRY_FRAMES;
}
}
bool check_collision_barriers(GameState &state) {
if (state.gameOver || state.snake.empty()) {
return false;
}
const auto &head = state.snake.front();
if (is_barrier_cell(state, head[0], head[1], false)) {
state.gameOver = true;
return true;
}
return false;
}
+85 -6
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@@ -155,7 +155,8 @@ void draw_apples_cursed(const GameState &state, const RenderAssets &assets,
void invalidate_hud(RenderAssets &assets) { assets.hudCache.dirty = true; } 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; // OAM slots below BARRIER_OAM_SLOTS are owned by draw_barriers() (VBlank)
uint16_t oamId = BARRIER_OAM_SLOTS;
if (!state.gameOver) { if (!state.gameOver) {
draw_apples(state, assets, oamId); draw_apples(state, assets, oamId);
@@ -180,6 +181,79 @@ void draw_game(const GameState &state, const RenderAssets &assets) {
iprintf("\x1b[11;12HGAME OVER!"); iprintf("\x1b[11;12HGAME OVER!");
} }
void draw_barriers(const GameState &state, const RenderAssets &assets,
uint8_t frame) {
if (state.scene != Scene::Playing || state.gameOver || !state.hardMode) {
oamClear(&oamSub, 0, BARRIER_OAM_SLOTS);
return;
}
// Most imminent warning drives the shared warning colour intensity
uint16_t min_warn_frames = BARRIER_WARN_FRAMES;
for (size_t b = 0; b < state.barriers.size(); b++) {
const Barrier &barrier = state.barriers.at(b);
const int base_slot = static_cast<int>(b) * BARRIER_MAX_LENGTH;
if (barrier.phase == BarrierPhase::Inactive) {
oamClear(&oamSub, base_slot, BARRIER_MAX_LENGTH);
continue;
}
const uint16_t frames_left = barrier.framesLeft;
bool visible = true;
u16 *gfx = assets.gfx_barrier;
if (barrier.phase == BarrierPhase::Warning) {
min_warn_frames = std::min(min_warn_frames, frames_left);
if (frames_left < BARRIER_SOLIDIFY_FRAMES) {
// About to become solid: rapid flicker between outline and solid look
gfx = (((frames_left >> 1U) & 1U) != 0U) ? assets.gfx_barrier
: assets.gfx_barrier_warn;
} else {
// Blink period shrinks from 24 to 4 frames as activation approaches
const int elapsed = BARRIER_WARN_FRAMES - frames_left;
const int span = BARRIER_WARN_FRAMES - BARRIER_SOLIDIFY_FRAMES;
const int period = std::max(4, 24 - ((elapsed * 20) / span));
visible = (elapsed % period) < (period / 2);
gfx = assets.gfx_barrier_warn;
}
} else if (frames_left < BARRIER_FADE_FRAMES) {
// Still fatal, but slowly blinking to signal it's about to vanish
visible = ((frames_left >> 3U) & 1U) == 0U;
}
for (int i = 0; i < BARRIER_MAX_LENGTH; i++) {
const int slot = base_slot + i;
if (i >= barrier.length) {
oamClear(&oamSub, slot, 1);
continue;
}
const int cx = barrier.x + (barrier.vertical ? 0 : i);
const int cy = barrier.y + (barrier.vertical ? i : 0);
oamSet(&oamSub, slot, cx * 8, cy * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, gfx, -1, false, !visible, false, false,
false);
}
}
// Palette animation (shared by all barriers)
const uint8_t pulse = (frame >> 1U) & 7U;
const int wave = (pulse < 4U) ? pulse : (7 - pulse); // 0..3..0
SPRITE_PALETTE_SUB[BARRIER_PAL_EDGE] = static_cast<uint16_t>(RGB15(12, 0, 3));
SPRITE_PALETTE_SUB[BARRIER_PAL_FILL] =
static_cast<uint16_t>(RGB15(22 + (wave * 3), 2 + wave, 4));
SPRITE_PALETTE_SUB[BARRIER_PAL_STRIPE] =
static_cast<uint16_t>(RGB15(31, 22 + (wave * 3), 6 + (wave * 4)));
// Warning colour ramps from dim orange to hot yellow-white
const int urgency =
31 - ((static_cast<int>(min_warn_frames) * 31) / BARRIER_WARN_FRAMES);
SPRITE_PALETTE_SUB[BARRIER_PAL_WARN] = static_cast<uint16_t>(
RGB15(18 + ((urgency * 13) / 31), 4 + ((urgency * 22) / 31),
2 + ((urgency * 10) / 31)));
}
void draw_stats(const GameState &state, RenderAssets &assets, bool internals, void draw_stats(const GameState &state, RenderAssets &assets, bool internals,
bool musicEnabled, uint8_t frame) { bool musicEnabled, uint8_t frame) {
if (internals) { if (internals) {
@@ -196,7 +270,12 @@ void draw_stats(const GameState &state, RenderAssets &assets, bool internals,
iprintf("\x1b[7;0HSpeed: %u.%01u Hz (%u%%) ", iprintf("\x1b[7;0HSpeed: %u.%01u Hz (%u%%) ",
static_cast<unsigned int>(freq_mhz / 1000U), static_cast<unsigned int>(freq_mhz / 1000U),
static_cast<unsigned int>((freq_mhz % 1000U) / 100U), static_cast<unsigned int>((freq_mhz % 1000U) / 100U),
static_cast<unsigned int>((static_cast<uint32_t>(intensity) * 100U) / 31U)); static_cast<unsigned int>(
(static_cast<uint32_t>(intensity) * 100U) / 31U));
if (state.hardMode) {
iprintf("\x1b[8;0HBarriers: max len %u ",
static_cast<unsigned int>(calculate_barrier_max_length(state)));
}
} }
HudCache &cache = assets.hudCache; HudCache &cache = assets.hudCache;
@@ -274,14 +353,14 @@ void draw_menu(const GameState &state, RenderAssets &assets,
iprintf("\x1b[3;10HSNAKE PLUS"); iprintf("\x1b[3;10HSNAKE PLUS");
iprintf("\x1b[5;5H---------------------"); iprintf("\x1b[5;5H---------------------");
const char *hardModeLabel = state.hardMode ? "ON " : "OFF"; const char *hard_mode_label = state.hardMode ? "ON " : "OFF";
const char *musicLabel = musicEnabled ? "ON " : "OFF"; const char *music_label = musicEnabled ? "ON " : "OFF";
iprintf("\x1b[8;7H%c Start Game", state.menuSelection == 0 ? '>' : ' '); iprintf("\x1b[8;7H%c Start Game", state.menuSelection == 0 ? '>' : ' ');
iprintf("\x1b[10;7H%c Hard Mode: %s", state.menuSelection == 1 ? '>' : ' ', iprintf("\x1b[10;7H%c Hard Mode: %s", state.menuSelection == 1 ? '>' : ' ',
hardModeLabel); hard_mode_label);
iprintf("\x1b[12;7H%c Music: %s", state.menuSelection == 2 ? '>' : ' ', iprintf("\x1b[12;7H%c Music: %s", state.menuSelection == 2 ? '>' : ' ',
musicLabel); music_label);
iprintf("\x1b[19;3HUP/DOWN: Navigate"); iprintf("\x1b[19;3HUP/DOWN: Navigate");
iprintf("\x1b[20;3HA/START: Select"); iprintf("\x1b[20;3HA/START: Select");
+58 -5
View File
@@ -85,6 +85,8 @@ void setup() {
renderAssets.gfx_tail_v[1] = 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_barrier = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_barrier_warn = 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);
@@ -109,6 +111,12 @@ void setup() {
SPRITE_PALETTE_SUB[CURSE_PAL_CORE] = RGB15(31, 26, 31); // Glowing White-Pink Core SPRITE_PALETTE_SUB[CURSE_PAL_CORE] = RGB15(31, 26, 31); // Glowing White-Pink Core
SPRITE_PALETTE_SUB[CURSE_PAL_LEAF] = RGB15(2, 31, 10); // Toxic Radioactive Neon Green SPRITE_PALETTE_SUB[CURSE_PAL_LEAF] = RGB15(2, 31, 10); // Toxic Radioactive Neon Green
// Setup initial colors for the hard-mode temporary fatal barriers
SPRITE_PALETTE_SUB[BARRIER_PAL_EDGE] = RGB15(12, 0, 3);
SPRITE_PALETTE_SUB[BARRIER_PAL_FILL] = RGB15(22, 2, 4);
SPRITE_PALETTE_SUB[BARRIER_PAL_STRIPE] = RGB15(31, 22, 6);
SPRITE_PALETTE_SUB[BARRIER_PAL_WARN] = RGB15(18, 4, 2);
// 8x8 256-color tile data for Cursed Apple (vibrant electric purple apple with radioactive green horn & glowing core) // 8x8 256-color tile data for Cursed Apple (vibrant electric purple apple with radioactive green horn & glowing core)
static const uint32_t CURSED_APPLE_TILE[16] = { static const uint32_t CURSED_APPLE_TILE[16] = {
0x10000000, 0x00001414, 0x10000000, 0x00001414,
@@ -121,11 +129,47 @@ void setup() {
0x10100000, 0x00101000, 0x10100000, 0x00101000,
}; };
// 8x8 256-color tile data for solid fatal barrier (bordered hazard stripe block)
static const uint32_t BARRIER_SOLID_TILE[16] = {
0x15151515, 0x15151515,
0x16171715, 0x15171716,
0x16161715, 0x15161717,
0x17161615, 0x15161617,
0x17171615, 0x15171616,
0x16171715, 0x15171716,
0x16161715, 0x15161717,
0x15151515, 0x15151515,
};
// 8x8 256-color tile data for barrier warning announcement (pulsing reticle frame)
static const uint32_t BARRIER_WARN_TILE[16] = {
0x00001818, 0x18180000,
0x18000018, 0x18000018,
0x18180000, 0x00001818,
0x00181800, 0x00181800,
0x00181800, 0x00181800,
0x18180000, 0x00001818,
0x18000018, 0x18000018,
0x00001818, 0x18180000,
};
// Copy cursed apple tile directly into allocated VRAM (32 halfwords) // Copy cursed apple tile directly into allocated VRAM (32 halfwords)
auto *destAppleCursed = static_cast<uint16_t *>(renderAssets.gfx_apple_cursed); auto *dest_apple_cursed = static_cast<uint16_t *>(renderAssets.gfx_apple_cursed);
const auto *srcAppleCursed = reinterpret_cast<const uint16_t *>(CURSED_APPLE_TILE); const auto *src_apple_cursed = reinterpret_cast<const uint16_t *>(CURSED_APPLE_TILE);
for (size_t i = 0; i < 32; i++) { for (size_t i = 0; i < 32; i++) {
destAppleCursed[i] = srcAppleCursed[i]; dest_apple_cursed[i] = src_apple_cursed[i];
}
auto *dest_barrier = static_cast<uint16_t *>(renderAssets.gfx_barrier);
const auto *src_barrier = reinterpret_cast<const uint16_t *>(BARRIER_SOLID_TILE);
for (size_t i = 0; i < 32; i++) {
dest_barrier[i] = src_barrier[i];
}
auto *dest_barrier_warn = static_cast<uint16_t *>(renderAssets.gfx_barrier_warn);
const auto *src_barrier_warn = reinterpret_cast<const uint16_t *>(BARRIER_WARN_TILE);
for (size_t i = 0; i < 32; i++) {
dest_barrier_warn[i] = src_barrier_warn[i];
} }
audio_setup(audioContext); audio_setup(audioContext);
@@ -137,6 +181,10 @@ void handle_vblank() {
if (gameState.scene == Scene::Playing) { if (gameState.scene == Scene::Playing) {
consoleSelect(&topScreen); consoleSelect(&topScreen);
draw_stats(gameState, renderAssets, internals, audio_is_music_enabled(audioContext), frame); draw_stats(gameState, renderAssets, internals, audio_is_music_enabled(audioContext), frame);
if (!gameState.paused) {
tick_barriers_frame(gameState);
}
draw_barriers(gameState, renderAssets, frame);
} }
// Dynamic pulsing radioactive glow for Cursed Apples (smooth 60fps breathing) // Dynamic pulsing radioactive glow for Cursed Apples (smooth 60fps breathing)
@@ -157,7 +205,7 @@ void do_tick() {
if (gameState.scene == Scene::Playing && !paused) { if (gameState.scene == Scene::Playing && !paused) {
ticks++; ticks++;
if (!gameOver){ if (!gameOver){
const bool wasGameOver = gameOver; const bool was_game_over = gameOver;
/*if (hardMode) { /*if (hardMode) {
timerStop(0); timerStop(0);
@@ -167,6 +215,9 @@ void do_tick() {
update_snake(gameState); update_snake(gameState);
audio_play_plop(audioContext); audio_play_plop(audioContext);
check_collision_self(gameState); check_collision_self(gameState);
if (check_collision_barriers(gameState)) {
audio_play_boom(audioContext);
}
if (check_collision_apples(gameState)) { if (check_collision_apples(gameState)) {
audio_play_pickup(audioContext); audio_play_pickup(audioContext);
bg_trigger_pulse(bgContext); bg_trigger_pulse(bgContext);
@@ -181,8 +232,9 @@ void do_tick() {
spawn_apples(gameState); spawn_apples(gameState);
spawn_apples_rotten(gameState); spawn_apples_rotten(gameState);
spawn_apples_cursed(gameState); spawn_apples_cursed(gameState);
spawn_barriers(gameState);
tick_status_effects(gameState); tick_status_effects(gameState);
if (!wasGameOver && gameOver) { if (!was_game_over && gameOver) {
audio_stop_music(); audio_stop_music();
audio_play_fail(audioContext); audio_play_fail(audioContext);
} }
@@ -194,6 +246,7 @@ void do_tick() {
void init_game() { void init_game() {
applesEaten = 0; applesEaten = 0;
reset_barriers(gameState);
if (hardMode) { if (hardMode) {
timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick); timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick);
setBackdropColorSub(RGB15(8, 3, 3)); setBackdropColorSub(RGB15(8, 3, 3));