feat: add finite lifetimes and despawn mechanics for rotten and cursed apples
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9a3a0bd9fd
commit
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8 files changed
+159
-82
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+88
-33
@@ -3,8 +3,8 @@
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#include <algorithm>
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#include <cstdlib>
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#include <nds.h>
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#include <consts.h>
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#include <nds.h>
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void update_snake(GameState &state) {
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std::array<int, 3> headpos = state.snake.front();
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@@ -79,8 +79,8 @@ bool check_collision_apples_rotten(GameState &state) {
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auto it =
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std::find_if(state.bad_apples.begin(), state.bad_apples.end(),
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[&](const std::array<int, 2> &apple) {
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return apple[0] == headpos[0] && apple[1] == headpos[1];
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[&](const EvilItem &apple) {
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return apple.x == headpos[0] && apple.y == headpos[1];
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});
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if (it == state.bad_apples.end()) {
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@@ -100,8 +100,8 @@ bool check_collision_apples_cursed(GameState &state) {
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auto it =
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std::find_if(state.cursed_apples.begin(), state.cursed_apples.end(),
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[&](const std::array<int, 2> &apple) {
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return apple[0] == headpos[0] && apple[1] == headpos[1];
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[&](const EvilItem &apple) {
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return apple.x == headpos[0] && apple.y == headpos[1];
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});
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if (it == state.cursed_apples.end()) {
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@@ -127,19 +127,64 @@ void spawn_apples(GameState &state) {
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}
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void spawn_apples_rotten(GameState &state) {
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if ((state.ticks % 10 == 0) && state.hardMode && ((rand() % 10) < 10) &&
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if ((state.ticks % 10 == 0) && state.hardMode &&
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(state.bad_apples.size() < 20)) {
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std::array<int, 2> badApple = {rand() % (X_MAX + 1), rand() % (Y_MAX + 1)};
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state.bad_apples.push_back(badApple);
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int x = rand() % (X_MAX + 1);
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int y = rand() % (Y_MAX + 1);
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for (int attempt = 0; attempt < 16 && (is_barrier_cell(state, x, y, true) ||
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(!state.snake.empty() &&
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state.snake.front()[0] == x &&
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state.snake.front()[1] == y));
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attempt++) {
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x = rand() % (X_MAX + 1);
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y = rand() % (Y_MAX + 1);
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}
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state.bad_apples.push_back({static_cast<int8_t>(x), static_cast<int8_t>(y),
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BAD_APPLE_LIFETIME_TICKS});
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}
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}
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void spawn_apples_cursed(GameState &state) {
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if (state.cursed_apples.empty() && (state.ticks % 20 == 0) &&
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((rand() % 5) == 0)) {
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std::array<int, 2> cursedApple = {rand() % (X_MAX + 1),
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rand() % (Y_MAX + 1)};
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state.cursed_apples.push_back(cursedApple);
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int x = rand() % (X_MAX + 1);
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int y = rand() % (Y_MAX + 1);
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for (int attempt = 0; attempt < 16 && (is_barrier_cell(state, x, y, true) ||
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(!state.snake.empty() &&
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state.snake.front()[0] == x &&
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state.snake.front()[1] == y));
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attempt++) {
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x = rand() % (X_MAX + 1);
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y = rand() % (Y_MAX + 1);
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}
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state.cursed_apples.push_back({static_cast<int8_t>(x),
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static_cast<int8_t>(y),
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CURSED_APPLE_LIFETIME_TICKS});
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}
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}
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void tick_evil_items(GameState &state) {
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for (auto it = state.bad_apples.begin(); it != state.bad_apples.end();) {
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if (it->ticksRemaining > 0) {
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it->ticksRemaining--;
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}
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if (it->ticksRemaining == 0) {
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it = state.bad_apples.erase(it);
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} else {
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++it;
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}
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}
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for (auto it = state.cursed_apples.begin();
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it != state.cursed_apples.end();) {
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if (it->ticksRemaining > 0) {
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it->ticksRemaining--;
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}
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if (it->ticksRemaining == 0) {
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it = state.cursed_apples.erase(it);
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} else {
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++it;
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}
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}
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}
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@@ -151,8 +196,8 @@ void tick_status_effects(GameState &state) {
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uint8_t calculate_intensity_31(const GameState &state) {
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const uint16_t current_apples = state.applesEaten;
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const uint16_t apples =
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std::min<uint16_t>(current_apples, static_cast<uint16_t>(SPEED_APPLES_CAP));
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const uint16_t apples = std::min<uint16_t>(
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current_apples, static_cast<uint16_t>(SPEED_APPLES_CAP));
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return static_cast<uint8_t>((static_cast<uint32_t>(apples) * 31U) /
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static_cast<uint32_t>(SPEED_APPLES_CAP));
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}
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@@ -163,12 +208,12 @@ uint16_t calculate_timer_freq_mhz(const GameState &state) {
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const uint16_t max_mhz =
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state.hardMode ? SPEED_MAX_HARD_MHZ : SPEED_MAX_NORMAL_MHZ;
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const uint16_t current_apples = state.applesEaten;
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const uint16_t apples =
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std::min<uint16_t>(current_apples, static_cast<uint16_t>(SPEED_APPLES_CAP));
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const uint16_t apples = std::min<uint16_t>(
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current_apples, static_cast<uint16_t>(SPEED_APPLES_CAP));
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const uint32_t diff = static_cast<uint32_t>(max_mhz - base_mhz);
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return static_cast<uint16_t>(
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base_mhz + ((static_cast<uint32_t>(apples) * diff) /
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static_cast<uint32_t>(SPEED_APPLES_CAP)));
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return static_cast<uint16_t>(base_mhz +
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((static_cast<uint32_t>(apples) * diff) /
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static_cast<uint32_t>(SPEED_APPLES_CAP)));
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}
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uint16_t calculate_timer_reload(const GameState &state) {
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@@ -208,11 +253,18 @@ bool cell_in_list(const std::vector<std::array<int, 2>> &list, int x, int y) {
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});
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}
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bool cell_in_list(const std::vector<EvilItem> &list, int x, int y) {
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return std::any_of(list.begin(), list.end(), [&](const EvilItem &item) {
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return item.x == x && item.y == y;
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});
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}
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bool cell_blocked_for_barrier(const GameState &state, int x, int y) {
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if (is_barrier_cell(state, x, y, true)) {
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return true;
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}
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if (cell_in_list(state.apples, x, y) || cell_in_list(state.bad_apples, x, y) ||
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if (cell_in_list(state.apples, x, y) ||
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cell_in_list(state.bad_apples, x, y) ||
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cell_in_list(state.cursed_apples, x, y)) {
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return true;
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}
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@@ -311,7 +363,8 @@ void tick_barriers_frame(GameState &state) {
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}
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if (state.barrierSpawnCooldown > 0) {
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state.barrierSpawnCooldown = static_cast<uint16_t>(state.barrierSpawnCooldown - 1U);
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state.barrierSpawnCooldown =
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static_cast<uint16_t>(state.barrierSpawnCooldown - 1U);
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}
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for (Barrier &barrier : state.barriers) {
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@@ -337,9 +390,9 @@ void spawn_barriers(GameState &state) {
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return;
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}
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const int in_use = static_cast<int>(
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std::count_if(state.barriers.begin(), state.barriers.end(),
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[](const Barrier &b) { return b.phase != BarrierPhase::Inactive; }));
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const int in_use = static_cast<int>(std::count_if(
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state.barriers.begin(), state.barriers.end(),
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[](const Barrier &b) { return b.phase != BarrierPhase::Inactive; }));
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const int max_allowed = max_concurrent_barriers(state);
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const int available = max_allowed - in_use;
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if (available <= 0) {
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@@ -359,9 +412,9 @@ void spawn_barriers(GameState &state) {
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const int length_range = current_max - BARRIER_MIN_LENGTH + 1;
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for (int spawn_idx = 0; spawn_idx < to_spawn; spawn_idx++) {
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auto free_slot =
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std::find_if(state.barriers.begin(), state.barriers.end(),
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[](const Barrier &b) { return b.phase == BarrierPhase::Inactive; });
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auto free_slot = std::find_if(
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state.barriers.begin(), state.barriers.end(),
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[](const Barrier &b) { return b.phase == BarrierPhase::Inactive; });
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if (free_slot == state.barriers.end()) {
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break;
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}
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@@ -370,11 +423,13 @@ void spawn_barriers(GameState &state) {
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for (int attempt = 0; attempt < 48; attempt++) {
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Barrier candidate;
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candidate.vertical = (rand() % 2) == 0;
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candidate.length = static_cast<uint8_t>(
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BARRIER_MIN_LENGTH + (rand() % length_range));
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candidate.length =
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static_cast<uint8_t>(BARRIER_MIN_LENGTH + (rand() % length_range));
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// Keep the whole line on screen (barriers never wrap around edges)
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const int max_x = candidate.vertical ? X_MAX : (X_MAX + 1 - candidate.length);
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const int max_y = candidate.vertical ? (Y_MAX + 1 - candidate.length) : Y_MAX;
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const int max_x =
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candidate.vertical ? X_MAX : (X_MAX + 1 - candidate.length);
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const int max_y =
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candidate.vertical ? (Y_MAX + 1 - candidate.length) : Y_MAX;
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candidate.x = static_cast<int8_t>(rand() % (max_x + 1));
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candidate.y = static_cast<int8_t>(rand() % (max_y + 1));
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@@ -401,9 +456,9 @@ void spawn_barriers(GameState &state) {
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}
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if (spawned_count > 0) {
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state.barrierSpawnCooldown = static_cast<uint16_t>(
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calculate_barrier_interval_frames(state) +
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(rand() % (BARRIER_INTERVAL_JITTER + 1)));
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state.barrierSpawnCooldown =
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static_cast<uint16_t>(calculate_barrier_interval_frames(state) +
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(rand() % (BARRIER_INTERVAL_JITTER + 1)));
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} else {
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state.barrierSpawnCooldown = BARRIER_RETRY_FRAMES;
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}
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+16
-6
@@ -125,13 +125,18 @@ void draw_apples(const GameState &state, const RenderAssets &assets,
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void draw_apples_rotten(const GameState &state, const RenderAssets &assets,
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uint16_t &oamId) {
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for (const std::array<int, 2> &apple : state.bad_apples) {
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for (const EvilItem &apple : state.bad_apples) {
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if (oamId >= 128) {
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return;
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}
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oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
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const bool blink = (apple.ticksRemaining <= EVIL_ITEM_BLINK_TICKS);
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const bool is_hidden =
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blink && ((apple.ticksRemaining <= EVIL_ITEM_FAST_BLINK_TICKS)
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? ((state.ticks % 2) == 0)
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: (((state.ticks / 2) % 2) == 0));
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oamSet(&oamSub, oamId, apple.x * 8, apple.y * 8, 0, 0, SpriteSize_8x8,
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SpriteColorFormat_256Color, assets.gfx_apple_rotten, -1, false,
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false, false, false, false);
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is_hidden, false, false, false);
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oamId++;
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}
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}
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@@ -139,13 +144,18 @@ void draw_apples_rotten(const GameState &state, const RenderAssets &assets,
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void draw_apples_cursed(const GameState &state, const RenderAssets &assets,
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uint16_t &oamId) {
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const bool hflip = ((state.ticks % 6) < 3);
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for (const std::array<int, 2> &apple : state.cursed_apples) {
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for (const EvilItem &apple : state.cursed_apples) {
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if (oamId >= 128) {
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return;
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}
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oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
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const bool blink = (apple.ticksRemaining <= EVIL_ITEM_BLINK_TICKS);
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const bool is_hidden =
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blink && ((apple.ticksRemaining <= EVIL_ITEM_FAST_BLINK_TICKS)
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? ((state.ticks % 2) == 0)
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: (((state.ticks / 2) % 2) == 0));
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oamSet(&oamSub, oamId, apple.x * 8, apple.y * 8, 0, 0, SpriteSize_8x8,
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SpriteColorFormat_256Color, assets.gfx_apple_cursed, -1, false,
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false, hflip, false, false);
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is_hidden, hflip, false, false);
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oamId++;
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}
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}
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+31
-37
@@ -37,7 +37,7 @@ bool &hardMode = gameState.hardMode;
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std::deque<std::array<int, 3>> &snake = gameState.snake;
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std::vector<std::array<int, 2>> &apples = gameState.apples;
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std::vector<std::array<int, 2>> &bad_apples = gameState.bad_apples;
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std::vector<EvilItem> &bad_apples = gameState.bad_apples;
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// 31x23
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PrintConsole topScreen;
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@@ -49,6 +49,7 @@ AudioContext audioContext;
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RenderAssets renderAssets;
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BackgroundContext bgContext;
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InputContext inputContext;
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const void * get_sprite_pointer(uint16_t spriteIndex) {
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return &tilemapTiles[spriteIndex*16];
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@@ -172,6 +173,11 @@ void setup() {
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dest_barrier_warn[i] = src_barrier_warn[i];
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}
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// Pre-reserve capacities to eliminate dynamic heap allocations inside Timer 0 ISR (do_tick)
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gameState.bad_apples.reserve(32);
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gameState.cursed_apples.reserve(4);
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gameState.apples.reserve(4);
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audio_setup(audioContext);
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}
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@@ -229,6 +235,7 @@ void do_tick() {
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if (check_collision_apples_cursed(gameState)) {
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audio_play_boom(audioContext);
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}
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tick_evil_items(gameState);
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spawn_apples(gameState);
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spawn_apples_rotten(gameState);
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spawn_apples_cursed(gameState);
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@@ -245,51 +252,41 @@ void do_tick() {
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}
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void init_game() {
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timerStop(0);
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applesEaten = 0;
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reset_barriers(gameState);
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gameState.bad_apples.reserve(32);
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gameState.cursed_apples.reserve(4);
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gameState.apples.reserve(4);
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score = 0;
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ticks = 0;
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gameOver = false;
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snakeDirection = 1;
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gameState.curseTicksRemaining = 0;
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apples.clear();
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bad_apples.clear();
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gameState.cursed_apples.clear();
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if (hardMode) {
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timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick);
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setBackdropColorSub(RGB15(8, 3, 3));
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setBackdropColor(RGB15(6, 2, 2));
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score = 0;
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snakelength = START_LENGTH_HARD;
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snake = { {2,1,1}, {1,1,1} };
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apples.clear();
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bad_apples.clear();
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snakeDirection = 1;
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ticks = 0;
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gameOver=false;
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gameState.curseTicksRemaining = 0;
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gameState.cursed_apples.clear();
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consoleSelect(&topScreen);
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consoleClear();
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invalidate_hud(renderAssets);
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consoleSelect(&bottomScreen);
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consoleClear();
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oamClear(&oamSub,0,128);
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audio_start_music(audioContext);
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}
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else
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{
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timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick);
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} else {
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setBackdropColorSub(RGB15(3, 4, 7));
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setBackdropColor(RGB15(2, 3, 6));
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score = 0;
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snakelength = START_LENGTH;
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snake = { {4,1,1}, {3,1,1}, {2,1,1}, {1,1,1} };
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snakeDirection = 1;
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ticks = 0;
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gameOver=false;
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gameState.curseTicksRemaining = 0;
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gameState.cursed_apples.clear();
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consoleSelect(&topScreen);
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consoleClear();
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invalidate_hud(renderAssets);
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consoleSelect(&bottomScreen);
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consoleClear();
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oamClear(&oamSub,0,128);
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audio_start_music(audioContext);
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}
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consoleSelect(&topScreen);
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consoleClear();
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invalidate_hud(renderAssets);
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consoleSelect(&bottomScreen);
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consoleClear();
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oamClear(&oamSub, 0, 128);
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audio_start_music(audioContext);
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timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick);
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}
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int main(void) {
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@@ -302,7 +299,6 @@ int main(void) {
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setBackdropColorSub(RGB15(2, 2, 6));
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draw_menu(gameState, renderAssets, audio_is_music_enabled(audioContext));
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InputContext inputContext;
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inputContext.state = &gameState;
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inputContext.renderAssets = &renderAssets;
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inputContext.audio = &audioContext;
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@@ -310,12 +306,10 @@ int main(void) {
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inputContext.topScreen = &topScreen;
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inputContext.init_game = init_game;
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while(1) {
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if (!handle_input_frame(inputContext)) {
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break;
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}
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}
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return 0;
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