Eating a cursed apple inverts the snake's steering for CURSE_DURATION_TICKS ticks, shown on the top screen while active. The sprite is a recolored copy of the rotten-apple tile since all existing sprite tiles are already in use.
94 lines
2.7 KiB
C++
94 lines
2.7 KiB
C++
#include "game_input.h"
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#include <bitset>
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#include <cstdint>
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#include <cstdio>
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bool handle_input_frame(InputContext &ctx) {
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scanKeys();
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const uint32_t keys = keysDown();
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if ((keys != 0U) && *ctx.internals) {
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consoleSelect(ctx.topScreen);
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std::string key_str = "\x1b[6;0Hkeys = " + std::bitset<16>(keys).to_string();
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puts(key_str.c_str());
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}
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if (((keys & KEY_START) != 0U) && ((keys & KEY_L) != 0U)) {
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return false;
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}
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if ((keys != 0U) && ((keys & KEY_SELECT) != 0U)) {
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*ctx.internals = !(*ctx.internals);
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if (*ctx.internals) {
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setBackdropColor(RGB15(0, 0, 7));
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} else {
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setBackdropColor(RGB15(0, 0, 0));
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consoleSelect(ctx.topScreen);
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consoleClear();
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}
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}
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if (!ctx.state->paused && !ctx.state->gameOver) {
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const bool cursed = ctx.state->curseTicksRemaining > 0;
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if ((keys != 0U) && ((keys & KEY_UP) != 0U)) {
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ctx.state->snakeDirection = cursed ? 2 : 0;
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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if ((keys != 0U) && ((keys & KEY_RIGHT) != 0U)) {
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ctx.state->snakeDirection = cursed ? 3 : 1;
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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if ((keys != 0U) && ((keys & KEY_DOWN) != 0U)) {
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ctx.state->snakeDirection = cursed ? 0 : 2;
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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if ((keys != 0U) && ((keys & KEY_LEFT) != 0U)) {
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ctx.state->snakeDirection = cursed ? 1 : 3;
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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}
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if (ctx.state->paused) {
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if ((keys != 0U) && ((keys & KEY_X) != 0U)) {
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audio_toggle_music(*ctx.audio);
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}
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if ((keys != 0U) && ((keys & KEY_Y) != 0U)) {
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ctx.state->hardMode = !ctx.state->hardMode;
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ctx.init_game();
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draw_game(*ctx.state, *ctx.renderAssets);
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}
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}
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if ((keys != 0U) && ((keys & KEY_R) != 0U)) {
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lcdSwap();
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}
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if ((keys != 0U) && ((keys & KEY_START) != 0U)) {
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if (!ctx.state->gameOver) {
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ctx.state->paused = !ctx.state->paused;
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if (ctx.state->paused) {
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consoleSelect(ctx.topScreen);
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audio_play_pause(*ctx.audio);
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audio_pause_music_if_enabled(*ctx.audio);
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puts("\x1b[11;12HPaused");
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} else {
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audio_resume_music_if_enabled(*ctx.audio);
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audio_play_unpause(*ctx.audio);
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consoleSelect(ctx.topScreen);
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consoleClear();
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}
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} else {
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ctx.init_game();
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}
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}
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return true;
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}
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