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

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@@ -1,6 +1,7 @@
{ {
"files.associations": { "files.associations": {
"array": "cpp" "array": "cpp",
"*.c": "c"
}, },
"clangd.arguments": [ "clangd.arguments": [
"--query-driver=${env:DEVKITPRO}/devkitARM/bin/arm-none-eabi-*", "--query-driver=${env:DEVKITPRO}/devkitARM/bin/arm-none-eabi-*",

33
include/game_audio.h Normal file
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@@ -0,0 +1,33 @@
#ifndef GAME_AUDIO_H
#define GAME_AUDIO_H
#include <maxmod9.h>
struct AudioContext {
bool musicEnabled = true;
mm_sound_effect sfx_pickup;
mm_sound_effect sfx_boom;
mm_sound_effect sfx_pause;
mm_sound_effect sfx_unpause;
mm_sound_effect sfx_plop;
mm_sound_effect sfx_fail;
};
void audio_setup(AudioContext &audio);
void audio_start_music(const AudioContext &audio);
void audio_stop_music();
void audio_pause_music_if_enabled(const AudioContext &audio);
void audio_resume_music_if_enabled(const AudioContext &audio);
void audio_play_pickup(const AudioContext &audio);
void audio_play_boom(const AudioContext &audio);
void audio_play_plop(const AudioContext &audio);
void audio_play_pause(const AudioContext &audio);
void audio_play_unpause(const AudioContext &audio);
void audio_play_fail(const AudioContext &audio);
bool audio_toggle_music(AudioContext &audio);
bool audio_is_music_enabled(const AudioContext &audio);
#endif

23
include/game_input.h Normal file
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@@ -0,0 +1,23 @@
#ifndef GAME_INPUT_H
#define GAME_INPUT_H
#include <nds.h>
#include "game_audio.h"
#include "game_render.h"
#include "game_state.h"
struct InputContext {
GameState *state = nullptr;
RenderAssets *renderAssets = nullptr;
AudioContext *audio = nullptr;
volatile bool *internals = nullptr;
PrintConsole *topScreen = nullptr;
void (*init_game)() = nullptr;
};
bool handle_input_frame(InputContext &ctx);
#endif

13
include/game_logic.h Normal file
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@@ -0,0 +1,13 @@
#ifndef GAME_LOGIC_H
#define GAME_LOGIC_H
#include "game_state.h"
void update_snake(GameState &state);
bool check_collision_self(GameState &state);
bool check_collision_apples(GameState &state);
bool check_collision_apples_rotten(GameState &state);
void spawn_apples(GameState &state);
void spawn_apples_rotten(GameState &state);
#endif

24
include/game_render.h Normal file
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@@ -0,0 +1,24 @@
#ifndef GAME_RENDER_H
#define GAME_RENDER_H
#include <nds.h>
#include "game_state.h"
struct RenderAssets {
PrintConsole *topScreen = nullptr;
PrintConsole *bottomScreen = nullptr;
u16 *gfx_segment = nullptr;
u16 *gfx_segment_small = nullptr;
u16 *gfx_head = nullptr;
u16 *gfx_apple = nullptr;
u16 *gfx_tail = nullptr;
u16 *gfx_apple_rotten = nullptr;
};
void draw_game(const GameState &state, const RenderAssets &assets);
void draw_stats(const GameState &state, bool internals, bool musicEnabled, uint8_t frame);
void blink_apples(const GameState &state, u16 *gfx_apple);
#endif

24
include/game_state.h Normal file
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@@ -0,0 +1,24 @@
#ifndef GAME_STATE_H
#define GAME_STATE_H
#include <array>
#include <deque>
#include <vector>
#include <nds/ndstypes.h>
struct GameState {
volatile uint16_t ticks = 0;
volatile uint16_t snakelength = 0;
volatile uint16_t snakeDirection = 1;
volatile uint16_t score = 0;
bool gameOver = false;
bool paused = false;
bool hardMode = false;
std::deque<std::array<int, 3>> snake;
std::vector<std::array<int, 2>> apples;
std::vector<std::array<int, 2>> bad_apples;
};
#endif

128
source/game_audio.cpp Normal file
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@@ -0,0 +1,128 @@
#include "game_audio.h"
#include "soundbank.h"
#include "soundbank_bin.h"
void audio_setup(AudioContext &audio) {
mmInitDefaultMem((mm_addr)soundbank_bin);
mmLoad(MOD_0RIGIN);
mmLoadEffect(SFX_332629__TREASURESOUNDS__ITEM_PICKUP);
mmLoadEffect(SFX_BOOM);
mmLoadEffect(SFX_167127__CRISSTANZA__PAUSE);
mmLoadEffect(SFX_167126__CRISSTANZA__UNPAUSE);
mmLoadEffect(SFX_273792__PACOMAV__PLOP);
mmLoadEffect(SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED);
audio.sfx_pickup = {
{ SFX_332629__TREASURESOUNDS__ITEM_PICKUP },
(int)(1.0f * (1 << 10)),
0,
255,
128,
};
audio.sfx_boom = {
{ SFX_BOOM },
(int)(1.0f * (1 << 10)),
1,
255,
128,
};
audio.sfx_pause = {
{ SFX_167127__CRISSTANZA__PAUSE },
(int)(1.0f * (1 << 10)),
2,
255,
128,
};
audio.sfx_unpause = {
{ SFX_167126__CRISSTANZA__UNPAUSE },
(int)(1.0f * (1 << 10)),
3,
255,
128,
};
audio.sfx_plop = {
{ SFX_273792__PACOMAV__PLOP },
(int)(1.0f * (1 << 10)),
4,
128,
128,
};
audio.sfx_fail = {
{ SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED },
(int)(1.0f * (1 << 10)),
4,
255,
128,
};
}
void audio_start_music(const AudioContext &audio) {
mmStart(MOD_0RIGIN, MM_PLAY_LOOP);
if (!audio.musicEnabled) {
mmPause();
}
}
void audio_stop_music() {
mmStop();
}
void audio_pause_music_if_enabled(const AudioContext &audio) {
if (audio.musicEnabled) {
mmPause();
}
}
void audio_resume_music_if_enabled(const AudioContext &audio) {
if (audio.musicEnabled) {
mmResume();
}
}
void audio_play_pickup(const AudioContext &audio) {
mmEffectEx(&audio.sfx_pickup);
}
void audio_play_boom(const AudioContext &audio) {
mmEffectEx(&audio.sfx_boom);
}
void audio_play_plop(const AudioContext &audio) {
mmEffectEx(&audio.sfx_plop);
}
void audio_play_pause(const AudioContext &audio) {
mmEffectEx(&audio.sfx_pause);
}
void audio_play_unpause(const AudioContext &audio) {
mmEffectEx(&audio.sfx_unpause);
}
void audio_play_fail(const AudioContext &audio) {
mmEffectEx(&audio.sfx_fail);
}
bool audio_toggle_music(AudioContext &audio) {
audio.musicEnabled = !audio.musicEnabled;
if (audio.musicEnabled) {
mmResume();
} else {
mmPause();
}
return audio.musicEnabled;
}
bool audio_is_music_enabled(const AudioContext &audio) {
return audio.musicEnabled;
}

89
source/game_input.cpp Normal file
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@@ -0,0 +1,89 @@
#include "game_input.h"
#include <bitset>
#include <stdio.h>
bool handle_input_frame(InputContext &ctx) {
scanKeys();
const int keys = keysDown();
if (keys && *ctx.internals) {
consoleSelect(ctx.topScreen);
iprintf("\x1b[6;0Hkeys = %s", std::bitset<16>(keys).to_string().c_str());
}
if ((keys & KEY_START) && (keys & KEY_L)) {
return false;
}
if (keys & KEY_SELECT) {
*ctx.internals = !(*ctx.internals);
if (*ctx.internals) {
setBackdropColor(RGB15(0, 0, 7));
} else {
setBackdropColor(RGB15(0, 0, 0));
consoleSelect(ctx.topScreen);
consoleClear();
}
}
if (!ctx.state->paused && !ctx.state->gameOver) {
if (keys & KEY_UP) {
ctx.state->snakeDirection = 0;
draw_game(*ctx.state, *ctx.renderAssets);
}
if (keys & KEY_RIGHT) {
ctx.state->snakeDirection = 1;
draw_game(*ctx.state, *ctx.renderAssets);
}
if (keys & KEY_DOWN) {
ctx.state->snakeDirection = 2;
draw_game(*ctx.state, *ctx.renderAssets);
}
if (keys & KEY_LEFT) {
ctx.state->snakeDirection = 3;
draw_game(*ctx.state, *ctx.renderAssets);
}
}
if (ctx.state->paused) {
if (keys & KEY_X) {
audio_toggle_music(*ctx.audio);
}
if (keys & KEY_Y) {
ctx.state->hardMode = !ctx.state->hardMode;
ctx.init_game();
draw_game(*ctx.state, *ctx.renderAssets);
}
}
if (keys & KEY_R) {
lcdSwap();
}
if (keys & KEY_START) {
if (!ctx.state->gameOver) {
ctx.state->paused = !ctx.state->paused;
if (ctx.state->paused) {
consoleSelect(ctx.topScreen);
audio_play_pause(*ctx.audio);
audio_pause_music_if_enabled(*ctx.audio);
iprintf("\x1b[11;12HPaused");
} else {
audio_resume_music_if_enabled(*ctx.audio);
audio_play_unpause(*ctx.audio);
consoleSelect(ctx.topScreen);
consoleClear();
}
} else {
ctx.init_game();
}
}
return true;
}

104
source/game_logic.cpp Normal file
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@@ -0,0 +1,104 @@
#include "game_logic.h"
#include <algorithm>
#include <cstdlib>
#include <consts.h>
void update_snake(GameState &state) {
std::array<int, 3> headpos = state.snake.front();
std::array<int, 3> newHead = headpos;
if (state.snakeDirection == 0) {
newHead = { headpos[0], headpos[1] - 1, state.snakeDirection };
} else if (state.snakeDirection == 1) {
newHead = { headpos[0] + 1, headpos[1], state.snakeDirection };
} else if (state.snakeDirection == 2) {
newHead = { headpos[0], headpos[1] + 1, state.snakeDirection };
} else if (state.snakeDirection == 3) {
newHead = { headpos[0] - 1, headpos[1], state.snakeDirection };
}
if (newHead[0] > X_MAX) {
newHead[0] = 0;
}
if (newHead[1] > Y_MAX) {
newHead[1] = 0;
}
if (newHead[0] < 0) {
newHead[0] = X_MAX;
}
if (newHead[1] < 0) {
newHead[1] = Y_MAX;
}
state.snake.push_front(newHead);
state.snake.resize(state.snakelength);
}
bool check_collision_self(GameState &state) {
if (state.snake.size() < 2 || state.gameOver) {
return false;
}
const std::array<int, 3> headpos = state.snake.front();
for (auto it = state.snake.begin() + 1; it != state.snake.end(); ++it) {
if ((*it)[0] == headpos[0] && (*it)[1] == headpos[1]) {
state.gameOver = true;
return true;
}
}
return false;
}
bool check_collision_apples(GameState &state) {
const std::array<int, 3> headpos = state.snake.front();
auto it = std::find_if(state.apples.begin(), state.apples.end(), [&](const std::array<int, 2> &apple) {
return apple[0] == headpos[0] && apple[1] == headpos[1];
});
if (it == state.apples.end()) {
return false;
}
state.score += APPLE_SCORE;
state.snakelength++;
state.apples.erase(it);
return true;
}
bool check_collision_apples_rotten(GameState &state) {
const std::array<int, 3> headpos = state.snake.front();
auto it = std::find_if(state.bad_apples.begin(), state.bad_apples.end(), [&](const std::array<int, 2> &apple) {
return apple[0] == headpos[0] && apple[1] == headpos[1];
});
if (it == state.bad_apples.end()) {
return false;
}
state.snakelength--;
state.bad_apples.erase(it);
if (state.snakelength < 2) {
state.gameOver = true;
}
return true;
}
void spawn_apples(GameState &state) {
if (state.apples.size() < 1) {
std::array<int, 2> apple = { rand() % (X_MAX + 1), rand() % (Y_MAX + 1) };
state.apples.push_back(apple);
}
}
void spawn_apples_rotten(GameState &state) {
if ((state.ticks % 10 == 0) && state.hardMode && ((rand() % 10) < 10) && (state.bad_apples.size() < 20)) {
std::array<int, 2> badApple = { rand() % (X_MAX + 1), rand() % (Y_MAX + 1) };
state.bad_apples.push_back(badApple);
}
}

152
source/game_render.cpp Normal file
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@@ -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);
}
}

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@@ -1,45 +1,42 @@
#include <nds.h> #include <nds.h>
#include <bitset>
#include <stdio.h> #include <stdio.h>
#include <vector> #include <vector>
#include <deque> #include <deque>
#include <array> #include <array>
#include <consts.h> #include <consts.h>
#include <maxmod9.h> #include <game_state.h>
#include <nds/ndstypes.h> #include <game_logic.h>
#include <game_render.h>
#include "soundbank.h" #include <game_audio.h>
#include "soundbank_bin.h" #include <game_input.h>
#include "tilemap.h" #include "tilemap.h"
using namespace std; using namespace std;
volatile uint8_t frame = 0; volatile uint8_t frame = 0;
volatile uint16_t ticks = 0;
volatile bool internals = false; volatile bool internals = false;
std::deque<std::array<int, 3>> snake; GameState gameState;
std::vector<std::array<int, 2>> apples; volatile uint16_t &ticks = gameState.ticks;
std::vector<std::array<int, 2>> bad_apples; volatile uint16_t &snakelength = gameState.snakelength;
volatile uint16_t snakelength;
/*** /***
* 0 = up * 0 = up
* 1 = right * 1 = right
* 2 = down * 2 = down
* 3 = left * 3 = left
***/ ***/
volatile uint16_t snakeDirection; volatile uint16_t &snakeDirection = gameState.snakeDirection;
volatile uint16_t &score = gameState.score;
volatile uint16_t score; bool &gameOver = gameState.gameOver;
bool &paused = gameState.paused;
bool &hardMode = gameState.hardMode;
bool gameOver = false; std::deque<std::array<int, 3>> &snake = gameState.snake;
bool paused = false; std::vector<std::array<int, 2>> &apples = gameState.apples;
std::vector<std::array<int, 2>> &bad_apples = gameState.bad_apples;
bool musicEnabled = true;
bool hardMode = false;
// 31x23 // 31x23
PrintConsole topScreen; PrintConsole topScreen;
@@ -47,20 +44,9 @@ PrintConsole bottomScreen;
int sound; int sound;
mm_sound_effect sfx_pickup; AudioContext audioContext;
mm_sound_effect sfx_boom;
mm_sound_effect sfx_pause;
mm_sound_effect sfx_unpause;
mm_sound_effect sfx_plop;
mm_sound_effect sfx_fail;
//Sprites RenderAssets renderAssets;
u16* gfx_segment;
u16* gfx_segment_small;
u16* gfx_head;
u16* gfx_apple;
u16* gfx_tail;
u16* gfx_apple_rotten;
const void * get_sprite_pointer(uint16 spriteIndex) { const void * get_sprite_pointer(uint16 spriteIndex) {
return &tilemapTiles[spriteIndex*16]; return &tilemapTiles[spriteIndex*16];
@@ -78,480 +64,67 @@ void setup() {
consoleInit(&bottomScreen, 3,BgType_Text4bpp, BgSize_T_256x256, X_MAX, 0, false, true); consoleInit(&bottomScreen, 3,BgType_Text4bpp, BgSize_T_256x256, X_MAX, 0, false, true);
oamInit(&oamSub, SpriteMapping_1D_32, false); oamInit(&oamSub, SpriteMapping_1D_32, false);
gfx_segment = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color); renderAssets.topScreen = &topScreen;
gfx_segment_small = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color); renderAssets.bottomScreen = &bottomScreen;
gfx_head = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
gfx_apple = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
gfx_apple_rotten = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
gfx_tail = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
dmaCopy(get_sprite_pointer(1),gfx_segment,64); renderAssets.gfx_segment = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
dmaCopy(get_sprite_pointer(2),gfx_segment_small,64); renderAssets.gfx_segment_small = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
dmaCopy(get_sprite_pointer(3),gfx_head,64); renderAssets.gfx_head = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
dmaCopy(get_sprite_pointer(5),gfx_apple,64); renderAssets.gfx_apple = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
dmaCopy(get_sprite_pointer(11),gfx_apple_rotten,64); renderAssets.gfx_apple_rotten = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
dmaCopy(get_sprite_pointer(1), renderAssets.gfx_segment, 64);
dmaCopy(get_sprite_pointer(2), renderAssets.gfx_segment_small, 64);
dmaCopy(get_sprite_pointer(3), renderAssets.gfx_head, 64);
dmaCopy(get_sprite_pointer(5), renderAssets.gfx_apple, 64);
dmaCopy(get_sprite_pointer(11), renderAssets.gfx_apple_rotten, 64);
consoleSelect(&topScreen); consoleSelect(&topScreen);
dmaCopy(tilemapPal,SPRITE_PALETTE_SUB,tilemapPalLen); dmaCopy(tilemapPal,SPRITE_PALETTE_SUB,tilemapPalLen);
mmInitDefaultMem((mm_addr)soundbank_bin); audio_setup(audioContext);
// Background Music
mmLoad( MOD_0RIGIN );
// Load SFX
mmLoadEffect( SFX_332629__TREASURESOUNDS__ITEM_PICKUP );
mmLoadEffect( SFX_BOOM );
mmLoadEffect( SFX_167127__CRISSTANZA__PAUSE );
mmLoadEffect( SFX_167126__CRISSTANZA__UNPAUSE );
mmLoadEffect( SFX_273792__PACOMAV__PLOP );
mmLoadEffect( SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED );
sfx_pickup = {
{ SFX_332629__TREASURESOUNDS__ITEM_PICKUP } , // id
(int)(1.0f * (1<<10)), // rate
0, // handle
255, // volume
128, // panning
};
sfx_boom = {
{ SFX_BOOM } ,
(int)(1.0f * (1<<10)),
1,
255,
128,
};
sfx_pause = {
{ SFX_167127__CRISSTANZA__PAUSE } ,
(int)(1.0f * (1<<10)),
2,
255,
128,
};
sfx_unpause = {
{ SFX_167126__CRISSTANZA__UNPAUSE } ,
(int)(1.0f * (1<<10)),
3,
255,
128,
};
sfx_plop = {
{ SFX_273792__PACOMAV__PLOP } ,
(int)(1.0f * (1<<10)),
4,
128,
128,
};
sfx_fail = {
{ SFX_73750__TIMBRE__REMIX_OF_BENBONCAN_SAD_TROMBONE_MORE_WAH_BRIGHT_DE_CLICKED } ,
(int)(1.0f * (1<<10)),
4,
255,
128,
};
} }
void check_collision_self() {
std::array<int, 3> headpos = snake.front();
std::deque<std::array<int, 3>>::iterator testit = snake.begin();
testit++; //skip head, no collision here
for(testit; testit != snake.end(); testit++)
{
std::array<int, 3> dot = *testit;
if ((dot[0] == headpos[0] && dot[1] == headpos[1] ) && !gameOver) {
gameOver = true;
mmStop();
}
}
}
void check_collision_apples() {
std::array<int, 3> headpos = snake.front();
std::vector<std::array<int, 2>>::iterator testit = apples.begin();
for(testit; testit <= apples.end(); testit++)
{
std::array<int, 2> apple = *testit;
if ((apple[0] == headpos[0] && apple[1] == headpos[1] )) {
score += 10;
snakelength++;
apples.erase(testit);
mmEffectEx(&sfx_pickup);
}
}
}
void check_collision_apples_rotten() {
std::array<int, 3> headpos = snake.front();
std::vector<std::array<int, 2>>::iterator testit = bad_apples.begin();
for(testit; testit <= bad_apples.end(); testit++)
{
std::array<int, 2> apple = *testit;
if ((apple[0] == headpos[0] && apple[1] == headpos[1] )) {
snakelength--;
bad_apples.erase(testit);
mmEffectEx(&sfx_boom);
if (snakelength < 2) {
gameOver = true;
}
}
}
}
void draw_snake_head(uint16 &oamId) {
std::array<int, 3> dot = snake.front();
bool hflip = false;
bool vflip = false;
switch (snakeDirection)
{
case 0: //going up
dmaCopy(&tilemapTiles[64],gfx_head,64);
break;
case 1: //going right
dmaCopy(&tilemapTiles[48],gfx_head,64);
break;
case 2: //going down
dmaCopy(&tilemapTiles[64],gfx_head,64);
vflip = true;
break;
case 3: //going left
/*for(int i = 0; i < 8 * 8; i=i+2)
{
gfx_head[i/2] = ((BITMAP_HEAD_RIGHT[i+1]<<8) | BITMAP_HEAD_RIGHT[i]);
}*/
dmaCopy(&tilemapTiles[48],gfx_head,64);
hflip = true;
break;
default:
break;
}
oamSet(&oamSub, // oam
oamId, //id
dot[0]*8, // x
dot[1]*8, // y
0, // priority
0, // palette_alpha
SpriteSize_8x8, // size
SpriteColorFormat_256Color, // color format
gfx_head, // gfxoffset
-1, // affineIndex
false, // sizeDouble
false, // hide
hflip, // hflip
vflip, // vflip
false // mosaic
);
oamId++;
}
void draw_snake_tail(uint16 &oamId) {
std::array<int, 3> dot = snake.back();
bool hflip = false;
bool vflip = false;
switch (snake.at(snake.size()-2).at(2))
{
case 0: //going up
dmaCopy(get_sprite_pointer(9+((snake.size()-1)%2)),gfx_tail,64);
vflip = true;
break;
case 1: //going right
dmaCopy(get_sprite_pointer(7+((snake.size()-1)%2)),gfx_tail,64);
hflip = true;
break;
case 2: //going down
dmaCopy(get_sprite_pointer(9+((snake.size()-1)%2)),gfx_tail,64);
break;
case 3: //going left
/*for(int i = 0; i < 8 * 8; i=i+2)
{
gfx_tail[i/2] = ((BITMAP_tail_RIGHT[i+1]<<8) | BITMAP_tail_RIGHT[i]);
}*/
dmaCopy(get_sprite_pointer(7+((snake.size()-1)%2)),gfx_tail,64);
break;
default:
break;
}
oamSet(&oamSub, // oam
oamId, //id
dot[0]*8, // x
dot[1]*8, // y
0, // priority
0, // palette_alpha
SpriteSize_8x8, // size
SpriteColorFormat_256Color, // color format
gfx_tail, // gfxoffset
-1, // affineIndex
false, // sizeDouble
false, // hide
hflip, // hflip
vflip, // vflip
false // mosaic
);
oamId++;
}
void draw_snake(uint16 &oamId) {
draw_snake_head(oamId);
for(size_t i = 1; i < snake.size()-1; i++)
{
if(i%2) {
oamSet(&oamSub, // oam
oamId, //id
snake[i][0]*8, // x
snake[i][1]*8, // y
0, // priority
0, // palette_alpha
SpriteSize_8x8, // size
SpriteColorFormat_256Color, // color format
gfx_segment_small, // gfxoffset
-1, // affineIndex
false, // sizeDouble
false, // hide
false, // hflip
false, // vflip
false // mosaic
);
} else {
oamSet(&oamSub, // oam
oamId, //id
snake[i][0]*8, // x
snake[i][1]*8, // y
0, // priority
0, // palette_alpha
SpriteSize_8x8, // size
SpriteColorFormat_256Color, // color format
gfx_segment, // gfxoffset
-1, // affineIndex
false, // sizeDouble
false, // hide
false, // hflip
false, // vflip
false // mosaic
);
}
oamId++;
}
draw_snake_tail(oamId);
}
void draw_apples(uint16 &oamId) {
for(std::array<int, 2> apple : apples)
{
oamSet(&oamSub, // oam
oamId, //id
apple[0]*8, // x
apple[1]*8, // y
0, // priority
0, // palette_alpha
SpriteSize_8x8, // size
SpriteColorFormat_256Color, // color format
gfx_apple, // gfxoffset
-1, // affineIndex
false, // sizeDouble
false, // hide
false, // hflip
false, // vflip
false // mosaic
);
oamId++;
}
}
void draw_apples_rotten(uint16 &oamId) {
for(std::array<int, 2> apple : bad_apples)
{
oamSet(&oamSub, // oam
oamId, //id
apple[0]*8, // x
apple[1]*8, // y
0, // priority
0, // palette_alpha
SpriteSize_8x8, // size
SpriteColorFormat_256Color, // color format
gfx_apple_rotten, // gfxoffset
-1, // affineIndex
false, // sizeDouble
false, // hide
false, // hflip
false, // vflip
false // mosaic
);
oamId++;
}
}
void draw_game() {
uint16 oamid = 0;
if (!gameOver) {
draw_apples(oamid);
draw_apples_rotten(oamid);
draw_snake(oamid);
}
else
{
iprintf("\x1b[11;12HGAME OVER!");
mmStop();
mmEffectEx(&sfx_fail);
consoleSelect(&topScreen);
iprintf("\x1b[10;13HGAME OVER!");
}
/*iprintf("\x1b[7;0HoamIDmax=%i",oamid);*/
}
void draw_stats() {
if ( internals ) {
iprintf("\x1b[0;0HFrame = %i\nTick = %i\ndir = %i", frame, ticks, snakeDirection);
iprintf("\x1b[3;0HLength: %i", snakelength);
iprintf("\x1b[4;0Hx=%i\ny=%i",snake.front()[0], snake.front()[1]);
}
iprintf("\x1b[10;12HScore: %i", score);
if (paused) {
if (musicEnabled) {
iprintf("\x1b[23;0HX = Disable Music");
} else {
iprintf("\x1b[23;0HX = Enable Music ");
}
if (hardMode) {
iprintf("\x1b[22;0HY = Restart in normal mode");
} else {
iprintf("\x1b[22;0HY = Restart in Hard mode");
}
}
}
void handle_vblank() { void handle_vblank() {
frame++; frame++;
consoleSelect(&topScreen); consoleSelect(&topScreen);
draw_stats(); draw_stats(gameState, internals, audio_is_music_enabled(audioContext), frame);
oamUpdate(&oamSub); oamUpdate(&oamSub);
//flashy_colors(); //flashy_colors();
} }
void update_snake() {
std::array<int, 3> headpos = snake.front();
std::array<int, 3> newHead;
if (snakeDirection == 0) {
newHead = { headpos[0], headpos[1]-1, snakeDirection };
}
else if (snakeDirection == 1)
{
newHead = { headpos[0]+1, headpos[1], snakeDirection };
}
else if (snakeDirection == 2)
{
newHead = { headpos[0], headpos[1]+1, snakeDirection };
}
else if (snakeDirection == 3)
{
newHead = { headpos[0]-1, headpos[1], snakeDirection };
}
if (newHead[0] > X_MAX) {
newHead[0] = 0;
}
if (newHead[1] > Y_MAX) {
newHead[1] = 0;
}
if (newHead[0] < 0) {
newHead[0] = X_MAX;
}
if (newHead[1] < 0) {
newHead[1] = Y_MAX;
}
snake.push_front(newHead);
snake.resize(snakelength);
}
void spawn_apples() {
if (apples.size() < 1 ) {
std::array<int,2> apple;
apple[0] = rand() % (X_MAX+1);
apple[1] = rand() % (Y_MAX+1);
apples.push_back(apple);
}
}
void spawn_apples_rotten() {
if ( (ticks%10==0) && hardMode && ((rand() % 10)<10) && (bad_apples.size()<20)) {
std::array<int,2> badApple;
badApple[0] = rand() % (X_MAX+1);
badApple[1] = rand() % (Y_MAX+1);
bad_apples.push_back(badApple);
}
}
void blink_apples() {
if (ticks % 4) {
dmaCopy(get_sprite_pointer(5),gfx_apple,64);
} else {
dmaCopy(get_sprite_pointer(6),gfx_apple,64);
}
}
void do_tick() { void do_tick() {
if (!paused) { if (!paused) {
ticks++; ticks++;
if (!gameOver){ if (!gameOver){
const bool wasGameOver = gameOver;
/*if (hardMode) { /*if (hardMode) {
timerStop(0); timerStop(0);
timerStart(0, ClockDivider_1024, TIMER_FREQ_1024(ticks+5), do_tick); timerStart(0, ClockDivider_1024, TIMER_FREQ_1024(ticks+5), do_tick);
}*/ }*/
update_snake(); update_snake(gameState);
mmEffectEx(&sfx_plop); audio_play_plop(audioContext);
check_collision_self(); check_collision_self(gameState);
check_collision_apples(); if (check_collision_apples(gameState)) {
check_collision_apples_rotten(); audio_play_pickup(audioContext);
spawn_apples(); }
spawn_apples_rotten(); if (check_collision_apples_rotten(gameState)) {
blink_apples(); audio_play_boom(audioContext);
}
spawn_apples(gameState);
spawn_apples_rotten(gameState);
if (!wasGameOver && gameOver) {
audio_stop_music();
audio_play_fail(audioContext);
}
blink_apples(gameState, renderAssets.gfx_apple);
//consoleSelect(&bottomScreen); //consoleSelect(&bottomScreen);
draw_game(); draw_game(gameState, renderAssets);
} }
} }
} }
@@ -574,10 +147,7 @@ void init_game() {
consoleSelect(&bottomScreen); consoleSelect(&bottomScreen);
consoleClear(); consoleClear();
oamClear(&oamSub,0,0); oamClear(&oamSub,0,0);
mmStart( MOD_0RIGIN, MM_PLAY_LOOP ); audio_start_music(audioContext);
if (!musicEnabled) {
mmPause();
}
} }
else else
{ {
@@ -594,10 +164,7 @@ void init_game() {
consoleSelect(&bottomScreen); consoleSelect(&bottomScreen);
consoleClear(); consoleClear();
oamClear(&oamSub,0,0); oamClear(&oamSub,0,0);
mmStart( MOD_0RIGIN, MM_PLAY_LOOP ); audio_start_music(audioContext);
if (!musicEnabled) {
mmPause();
}
} }
@@ -614,96 +181,18 @@ int main(void) {
// Start timer for game ticks // Start timer for game ticks
InputContext inputContext;
inputContext.state = &gameState;
inputContext.renderAssets = &renderAssets;
inputContext.audio = &audioContext;
inputContext.internals = &internals;
inputContext.topScreen = &topScreen;
inputContext.init_game = init_game;
while(1) { while(1) {
if (!handle_input_frame(inputContext)) {
scanKeys(); break;
int keys = keysDown();
if (keys && internals) {
consoleSelect(&topScreen);
iprintf("\x1b[6;0Hkeys = %s", std::bitset<16>(keys).to_string().c_str());
}
if ((keys & KEY_START) && (keys & KEY_L) ) break;
if (keys & KEY_SELECT) {
internals = !internals;
if (internals) {
setBackdropColor(RGB15(0,0,7));
} else {
setBackdropColor(RGB15(0,0,0));
consoleSelect(&topScreen);
consoleClear();
}
}
if (!paused && !gameOver) {
if (keys & KEY_UP) {
snakeDirection = 0;
draw_game();
}
if (keys & KEY_RIGHT) {
snakeDirection = 1;
draw_game();
}
if (keys & KEY_DOWN) {
snakeDirection = 2;
draw_game();
}
if (keys & KEY_LEFT) {
snakeDirection = 3;
draw_game();
}
}
if (paused) {
if (keys & KEY_X) {
musicEnabled = !musicEnabled;
}
if (keys & KEY_Y) {
hardMode = !hardMode;
init_game();
draw_game();
}
}
if (keys & KEY_R) {
lcdSwap();
}
if (keys & (KEY_START)) {
if (!gameOver) {
paused = !paused;
if (paused) {
consoleSelect(&topScreen);
mmEffectEx(&sfx_pause);
if ( musicEnabled ) {
mmPause();
}
iprintf("\x1b[11;12HPaused");
}
else
{
if (musicEnabled) {
mmResume();
}
mmEffectEx(&sfx_unpause);
consoleSelect(&topScreen);
consoleClear();
}
}
else
{
init_game();
}
} }
} }