feat: add finite lifetimes and despawn mechanics for rotten and cursed apples
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@@ -8,6 +8,12 @@ const int START_LENGTH_HARD = 2;
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const int APPLE_SCORE = 10;
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const int CURSE_DURATION_TICKS = 40;
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// Evil item lifetimes (in game ticks, so density stays balanced across speed scaling)
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const int BAD_APPLE_LIFETIME_TICKS = 80; // Rotten apple lasts 80 ticks (~8 spawn cycles)
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const int CURSED_APPLE_LIFETIME_TICKS = 90; // Cursed apple lasts 90 ticks before despawning
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const int EVIL_ITEM_BLINK_TICKS = 20; // Last 20 ticks: flashes to warn player of imminent despawn
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const int EVIL_ITEM_FAST_BLINK_TICKS = 8; // Last 8 ticks: rapid strobe before disappearing
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// Cursed apple palette indices in SPRITE_PALETTE_SUB
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const uint16_t CURSE_PAL_OUTLINE = 16;
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const uint16_t CURSE_PAL_FILL = 17;
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