Files
snakePlus/source/main.cpp
T

323 lines
11 KiB
C++

#include <nds.h>
#include <vector>
#include <deque>
#include <array>
#include <consts.h>
#include <game_state.h>
#include <game_logic.h>
#include <game_render.h>
#include <game_audio.h>
#include <game_input.h>
#include <game_bg.h>
#include "tilemap.h"
using namespace std;
volatile uint8_t frame = 0;
volatile bool internals = false;
GameState gameState;
volatile uint16_t &ticks = gameState.ticks;
volatile uint16_t &snakelength = gameState.snakelength;
/***
* 0 = up
* 1 = right
* 2 = down
* 3 = left
***/
volatile uint16_t &snakeDirection = gameState.snakeDirection;
volatile uint16_t &score = gameState.score;
volatile uint16_t &applesEaten = gameState.applesEaten;
bool &gameOver = gameState.gameOver;
bool &paused = gameState.paused;
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;
// 31x23
PrintConsole topScreen;
PrintConsole bottomScreen;
int sound;
AudioContext audioContext;
RenderAssets renderAssets;
BackgroundContext bgContext;
const void * get_sprite_pointer(uint16_t spriteIndex) {
return &tilemapTiles[spriteIndex*16];
}
void setup() {
// Set up screens
videoSetMode(MODE_0_2D);
videoSetModeSub(MODE_0_2D);
vramSetBankA(VRAM_A_MAIN_BG);
vramSetBankC(VRAM_C_SUB_BG);
vramSetBankD(VRAM_D_SUB_SPRITE);
consoleInit(&topScreen, 3,BgType_Text4bpp, BgSize_T_256x256, X_MAX, 0, true, true);
consoleInit(&bottomScreen, 3,BgType_Text4bpp, BgSize_T_256x256, X_MAX, 0, false, true);
oamInit(&oamSub, SpriteMapping_1D_32, false);
bg_setup(bgContext, topScreen.bgId, bottomScreen.bgId);
renderAssets.topScreen = &topScreen;
renderAssets.bottomScreen = &bottomScreen;
renderAssets.bg_context = &bgContext;
renderAssets.gfx_segment = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_segment_small = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_head_h = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_head_v = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple_blink = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail_h[0] = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail_h[1] = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail_v[0] = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_tail_v[1] = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple_rotten = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_apple_cursed = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_barrier = oamAllocateGfx(&oamSub, SpriteSize_8x8, SpriteColorFormat_256Color);
renderAssets.gfx_barrier_warn = 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_h, 64);
dmaCopy(get_sprite_pointer(4), renderAssets.gfx_head_v, 64);
dmaCopy(get_sprite_pointer(5), renderAssets.gfx_apple, 64);
dmaCopy(get_sprite_pointer(6), renderAssets.gfx_apple_blink, 64);
dmaCopy(get_sprite_pointer(7), renderAssets.gfx_tail_h[0], 64);
dmaCopy(get_sprite_pointer(8), renderAssets.gfx_tail_h[1], 64);
dmaCopy(get_sprite_pointer(9), renderAssets.gfx_tail_v[0], 64);
dmaCopy(get_sprite_pointer(10), renderAssets.gfx_tail_v[1], 64);
dmaCopy(get_sprite_pointer(11), renderAssets.gfx_apple_rotten, 64);
consoleSelect(&topScreen);
dmaCopy(tilemapPal, SPRITE_PALETTE_SUB, tilemapPalLen);
// Setup vibrant base colors for the Cursed Apple sprite (neon electric purple with toxic green horn)
SPRITE_PALETTE_SUB[CURSE_PAL_OUTLINE] = RGB15(5, 0, 12); // Deep mystical dark purple outline
SPRITE_PALETTE_SUB[CURSE_PAL_FILL] = RGB15(22, 2, 28); // Vibrant Electric Purple
SPRITE_PALETTE_SUB[CURSE_PAL_GLOW] = RGB15(29, 6, 31); // Radiant Neon Magenta Glow
SPRITE_PALETTE_SUB[CURSE_PAL_CORE] = RGB15(31, 26, 31); // Glowing White-Pink Core
SPRITE_PALETTE_SUB[CURSE_PAL_LEAF] = RGB15(2, 31, 10); // Toxic Radioactive Neon Green
// Setup initial colors for the hard-mode temporary fatal barriers
SPRITE_PALETTE_SUB[BARRIER_PAL_EDGE] = RGB15(12, 0, 3);
SPRITE_PALETTE_SUB[BARRIER_PAL_FILL] = RGB15(22, 2, 4);
SPRITE_PALETTE_SUB[BARRIER_PAL_STRIPE] = RGB15(31, 22, 6);
SPRITE_PALETTE_SUB[BARRIER_PAL_WARN] = RGB15(18, 4, 2);
// 8x8 256-color tile data for Cursed Apple (vibrant electric purple apple with radioactive green horn & glowing core)
static const uint32_t CURSED_APPLE_TILE[16] = {
0x10000000, 0x00001414,
0x10101000, 0x00101014,
0x12111110, 0x10111112,
0x13121110, 0x10111112,
0x13131110, 0x10111112,
0x13121110, 0x10111211,
0x11111000, 0x00101111,
0x10100000, 0x00101000,
};
// 8x8 256-color tile data for solid fatal barrier (bordered hazard stripe block)
static const uint32_t BARRIER_SOLID_TILE[16] = {
0x15151515, 0x15151515,
0x16171715, 0x15171716,
0x16161715, 0x15161717,
0x17161615, 0x15161617,
0x17171615, 0x15171616,
0x16171715, 0x15171716,
0x16161715, 0x15161717,
0x15151515, 0x15151515,
};
// 8x8 256-color tile data for barrier warning announcement (pulsing reticle frame)
static const uint32_t BARRIER_WARN_TILE[16] = {
0x00001818, 0x18180000,
0x18000018, 0x18000018,
0x18180000, 0x00001818,
0x00181800, 0x00181800,
0x00181800, 0x00181800,
0x18180000, 0x00001818,
0x18000018, 0x18000018,
0x00001818, 0x18180000,
};
// Copy cursed apple tile directly into allocated VRAM (32 halfwords)
auto *dest_apple_cursed = static_cast<uint16_t *>(renderAssets.gfx_apple_cursed);
const auto *src_apple_cursed = reinterpret_cast<const uint16_t *>(CURSED_APPLE_TILE);
for (size_t i = 0; i < 32; i++) {
dest_apple_cursed[i] = src_apple_cursed[i];
}
auto *dest_barrier = static_cast<uint16_t *>(renderAssets.gfx_barrier);
const auto *src_barrier = reinterpret_cast<const uint16_t *>(BARRIER_SOLID_TILE);
for (size_t i = 0; i < 32; i++) {
dest_barrier[i] = src_barrier[i];
}
auto *dest_barrier_warn = static_cast<uint16_t *>(renderAssets.gfx_barrier_warn);
const auto *src_barrier_warn = reinterpret_cast<const uint16_t *>(BARRIER_WARN_TILE);
for (size_t i = 0; i < 32; i++) {
dest_barrier_warn[i] = src_barrier_warn[i];
}
audio_setup(audioContext);
}
void handle_vblank() {
frame++;
bg_update(bgContext, gameState, frame);
if (gameState.scene == Scene::Playing) {
consoleSelect(&topScreen);
draw_stats(gameState, renderAssets, internals, audio_is_music_enabled(audioContext), frame);
if (!gameState.paused) {
tick_barriers_frame(gameState);
}
draw_barriers(gameState, renderAssets, frame);
}
// Dynamic pulsing radioactive glow for Cursed Apples (smooth 60fps breathing)
const uint8_t pulse = (frame >> 2U) & 7U; // 8-step cycle
const uint8_t wave = (pulse < 4U) ? pulse : static_cast<uint8_t>(7U - pulse); // 0, 1, 2, 3, 3, 2, 1, 0
SPRITE_PALETTE_SUB[CURSE_PAL_FILL] = static_cast<uint16_t>(RGB15(20 + (wave * 3), 2 + wave, 26 + wave));
SPRITE_PALETTE_SUB[CURSE_PAL_GLOW] = static_cast<uint16_t>(RGB15(26 + wave, 6 + (wave * 4), 31));
SPRITE_PALETTE_SUB[CURSE_PAL_CORE] = (wave >= 2U)
? static_cast<uint16_t>(RGB15(31, 31, 31))
: static_cast<uint16_t>(RGB15(31, 22 + (wave * 3), 31));
SPRITE_PALETTE_SUB[CURSE_PAL_LEAF] = static_cast<uint16_t>(RGB15(2 + (wave * 2), 31, 10 + (wave * 3)));
oamUpdate(&oamSub);
//flashy_colors();
}
void do_tick() {
if (gameState.scene == Scene::Playing && !paused) {
ticks++;
if (!gameOver){
const bool was_game_over = gameOver;
/*if (hardMode) {
timerStop(0);
timerStart(0, ClockDivider_1024, TIMER_FREQ_1024(ticks+5), do_tick);
}*/
update_snake(gameState);
audio_play_plop(audioContext);
check_collision_self(gameState);
if (check_collision_barriers(gameState)) {
audio_play_boom(audioContext);
}
if (check_collision_apples(gameState)) {
audio_play_pickup(audioContext);
bg_trigger_pulse(bgContext);
timerStart(0, ClockDivider_1024, calculate_timer_reload(gameState), do_tick);
}
if (check_collision_apples_rotten(gameState)) {
audio_play_boom(audioContext);
}
if (check_collision_apples_cursed(gameState)) {
audio_play_boom(audioContext);
}
spawn_apples(gameState);
spawn_apples_rotten(gameState);
spawn_apples_cursed(gameState);
spawn_barriers(gameState);
tick_status_effects(gameState);
if (!was_game_over && gameOver) {
audio_stop_music();
audio_play_fail(audioContext);
}
//consoleSelect(&bottomScreen);
draw_game(gameState, renderAssets);
}
}
}
void init_game() {
applesEaten = 0;
reset_barriers(gameState);
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);
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);
}
}
int main(void) {
// Set up VBlank handler
irqSet(IRQ_VBLANK, handle_vblank);
setup();
setBackdropColor(RGB15(2, 2, 6));
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;
inputContext.internals = &internals;
inputContext.topScreen = &topScreen;
inputContext.init_game = init_game;
while(1) {
if (!handle_input_frame(inputContext)) {
break;
}
}
return 0;
}