feat: add finite lifetimes and despawn mechanics for rotten and cursed apples

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phillip committed 2026-10-03 21:57:13 +02:00
1 parent 9a3a0bd9fd
commit adda5db2f4
8 files changed
+159 -82

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+31 -37
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@@ -37,7 +37,7 @@ bool &hardMode = gameState.hardMode;
std::deque<std::array<int, 3>> &snake = gameState.snake;
std::vector<std::array<int, 2>> &apples = gameState.apples;
std::vector<std::array<int, 2>> &bad_apples = gameState.bad_apples;
std::vector<EvilItem> &bad_apples = gameState.bad_apples;
// 31x23
PrintConsole topScreen;
@@ -49,6 +49,7 @@ AudioContext audioContext;
RenderAssets renderAssets;
BackgroundContext bgContext;
InputContext inputContext;
const void * get_sprite_pointer(uint16_t spriteIndex) {
return &tilemapTiles[spriteIndex*16];
@@ -172,6 +173,11 @@ void setup() {
dest_barrier_warn[i] = src_barrier_warn[i];
}
// Pre-reserve capacities to eliminate dynamic heap allocations inside Timer 0 ISR (do_tick)
gameState.bad_apples.reserve(32);
gameState.cursed_apples.reserve(4);
gameState.apples.reserve(4);
audio_setup(audioContext);
}
@@ -229,6 +235,7 @@ void do_tick() {
if (check_collision_apples_cursed(gameState)) {
audio_play_boom(audioContext);
}
tick_evil_items(gameState);
spawn_apples(gameState);
spawn_apples_rotten(gameState);
spawn_apples_cursed(gameState);
@@ -245,51 +252,41 @@ void do_tick() {
}
void init_game() {
timerStop(0);
applesEaten = 0;
reset_barriers(gameState);
gameState.bad_apples.reserve(32);
gameState.cursed_apples.reserve(4);
gameState.apples.reserve(4);
score = 0;
ticks = 0;
gameOver = false;
snakeDirection = 1;
gameState.curseTicksRemaining = 0;
apples.clear();
bad_apples.clear();
gameState.cursed_apples.clear();
if (hardMode) {
timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick);
setBackdropColorSub(RGB15(8, 3, 3));
setBackdropColor(RGB15(6, 2, 2));
score = 0;
snakelength = START_LENGTH_HARD;
snake = { {2,1,1}, {1,1,1} };
apples.clear();
bad_apples.clear();
snakeDirection = 1;
ticks = 0;
gameOver=false;
gameState.curseTicksRemaining = 0;
gameState.cursed_apples.clear();
consoleSelect(&topScreen);
consoleClear();
invalidate_hud(renderAssets);
consoleSelect(&bottomScreen);
consoleClear();
oamClear(&oamSub,0,128);
audio_start_music(audioContext);
}
else
{
timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick);
} else {
setBackdropColorSub(RGB15(3, 4, 7));
setBackdropColor(RGB15(2, 3, 6));
score = 0;
snakelength = START_LENGTH;
snake = { {4,1,1}, {3,1,1}, {2,1,1}, {1,1,1} };
snakeDirection = 1;
ticks = 0;
gameOver=false;
gameState.curseTicksRemaining = 0;
gameState.cursed_apples.clear();
consoleSelect(&topScreen);
consoleClear();
invalidate_hud(renderAssets);
consoleSelect(&bottomScreen);
consoleClear();
oamClear(&oamSub,0,128);
audio_start_music(audioContext);
}
consoleSelect(&topScreen);
consoleClear();
invalidate_hud(renderAssets);
consoleSelect(&bottomScreen);
consoleClear();
oamClear(&oamSub, 0, 128);
audio_start_music(audioContext);
timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick);
}
int main(void) {
@@ -302,7 +299,6 @@ int main(void) {
setBackdropColorSub(RGB15(2, 2, 6));
draw_menu(gameState, renderAssets, audio_is_music_enabled(audioContext));
InputContext inputContext;
inputContext.state = &gameState;
inputContext.renderAssets = &renderAssets;
inputContext.audio = &audioContext;
@@ -310,12 +306,10 @@ int main(void) {
inputContext.topScreen = &topScreen;
inputContext.init_game = init_game;
while(1) {
if (!handle_input_frame(inputContext)) {
break;
}
}
return 0;