Let AI refactor everything and see if it breaks.

This commit is contained in:
2026-03-29 00:59:27 +01:00
parent 561b99b710
commit b873ac24ca
11 changed files with 656 additions and 576 deletions

152
source/game_render.cpp Normal file
View File

@@ -0,0 +1,152 @@
#include "game_render.h"
#include <array>
#include <cstdint>
#include <stdio.h>
#include "tilemap.h"
namespace {
const void *get_sprite_pointer(uint16_t spriteIndex) {
return &tilemapTiles[spriteIndex * 16];
}
void draw_snake_head(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
const std::array<int, 3> dot = state.snake.front();
bool hflip = false;
bool vflip = false;
switch (state.snakeDirection) {
case 0:
dmaCopy(&tilemapTiles[64], assets.gfx_head, 64);
break;
case 1:
dmaCopy(&tilemapTiles[48], assets.gfx_head, 64);
break;
case 2:
dmaCopy(&tilemapTiles[64], assets.gfx_head, 64);
vflip = true;
break;
case 3:
dmaCopy(&tilemapTiles[48], assets.gfx_head, 64);
hflip = true;
break;
default:
break;
}
oamSet(&oamSub, oamId, dot[0] * 8, dot[1] * 8, 0, 0, SpriteSize_8x8, SpriteColorFormat_256Color,
assets.gfx_head, -1, false, false, hflip, vflip, false);
oamId++;
}
void draw_snake_tail(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
const std::array<int, 3> dot = state.snake.back();
bool hflip = false;
bool vflip = false;
switch (state.snake.at(state.snake.size() - 2).at(2)) {
case 0:
dmaCopy(get_sprite_pointer(9 + ((state.snake.size() - 1) % 2)), assets.gfx_tail, 64);
vflip = true;
break;
case 1:
dmaCopy(get_sprite_pointer(7 + ((state.snake.size() - 1) % 2)), assets.gfx_tail, 64);
hflip = true;
break;
case 2:
dmaCopy(get_sprite_pointer(9 + ((state.snake.size() - 1) % 2)), assets.gfx_tail, 64);
break;
case 3:
dmaCopy(get_sprite_pointer(7 + ((state.snake.size() - 1) % 2)), assets.gfx_tail, 64);
break;
default:
break;
}
oamSet(&oamSub, oamId, dot[0] * 8, dot[1] * 8, 0, 0, SpriteSize_8x8, SpriteColorFormat_256Color,
assets.gfx_tail, -1, false, false, hflip, vflip, false);
oamId++;
}
void draw_snake(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
draw_snake_head(state, assets, oamId);
for (size_t i = 1; i < state.snake.size() - 1; i++) {
oamSet(&oamSub, oamId, state.snake[i][0] * 8, state.snake[i][1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, (i % 2) ? assets.gfx_segment_small : assets.gfx_segment, -1,
false, false, false, false, false);
oamId++;
}
draw_snake_tail(state, assets, oamId);
}
void draw_apples(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
for (const std::array<int, 2> &apple : state.apples) {
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, assets.gfx_apple, -1, false, false, false, false, false);
oamId++;
}
}
void draw_apples_rotten(const GameState &state, const RenderAssets &assets, uint16_t &oamId) {
for (const std::array<int, 2> &apple : state.bad_apples) {
oamSet(&oamSub, oamId, apple[0] * 8, apple[1] * 8, 0, 0, SpriteSize_8x8,
SpriteColorFormat_256Color, assets.gfx_apple_rotten, -1, false, false, false, false,
false);
oamId++;
}
}
} // namespace
void draw_game(const GameState &state, const RenderAssets &assets) {
uint16_t oamId = 0;
if (!state.gameOver) {
draw_apples(state, assets, oamId);
draw_apples_rotten(state, assets, oamId);
draw_snake(state, assets, oamId);
return;
}
iprintf("\x1b[11;12HGAME OVER!");
consoleSelect(assets.topScreen);
iprintf("\x1b[10;13HGAME OVER!");
}
void draw_stats(const GameState &state, bool internals, bool musicEnabled, uint8_t frame) {
if (internals) {
iprintf("\x1b[0;0HFrame = %i\nTick = %i\ndir = %i", frame, state.ticks, state.snakeDirection);
iprintf("\x1b[3;0HLength: %i", state.snakelength);
iprintf("\x1b[4;0Hx=%i\ny=%i", state.snake.front()[0], state.snake.front()[1]);
}
iprintf("\x1b[10;12HScore: %i", state.score);
if (!state.paused) {
return;
}
if (musicEnabled) {
iprintf("\x1b[23;0HX = Disable Music");
} else {
iprintf("\x1b[23;0HX = Enable Music ");
}
if (state.hardMode) {
iprintf("\x1b[22;0HY = Restart in normal mode");
} else {
iprintf("\x1b[22;0HY = Restart in Hard mode");
}
}
void blink_apples(const GameState &state, u16 *gfx_apple) {
if (state.ticks % 4) {
dmaCopy(get_sprite_pointer(5), gfx_apple, 64);
} else {
dmaCopy(get_sprite_pointer(6), gfx_apple, 64);
}
}