Implement run mechanic and level progression with top-left HUD indicator
Run (B + direction): - player_logic.c: while holding B + direction with stamina >= 10, each tile takes 8 frames instead of 16 (move_progress += 2, LERP >>4 unchanged) and costs 10 stamina per tile. DAS_REPEAT_RUN=2 chains tiles fluidly. - Falls back silently to normal walk when stamina < 10. Level progression: - New global 'level' (starts at 1). title->game resets to 1; reaching the hatch (victory/Going Deeper) + START increments before engine_init (new maze); defeat + START resets to 1. - Top-left HUD 'L<n>' via 3 sprites (OAM 23-25) from new level.png asset (glyphs L, 0-9), generated by scripts/generate_level.py and converted with png2asset -keep_duplicate_tiles for predictable tile ordering. - VRAM base aligned to an EVEN index (8x16 hardware ignores tile LSB) and placed after the stamina load claim to avoid the shared BG tile block. - update_level_display() called every frame; hides during game over/title. Docs: README, doc/gameplay.md and the technical report updated.
This commit is contained in:
+6
-1
@@ -47,6 +47,7 @@ extern uint8_t player_dir; // 0=DR, 1=DL, 2=UL, 3=UR
|
||||
// Shared variables for interpolated movement (walking/jumping)
|
||||
extern uint8_t is_moving;
|
||||
extern uint8_t is_jumping;
|
||||
extern uint8_t is_running; // B+direction: step in 8 frames instead of 16, costs 10 stamina/tile
|
||||
extern uint8_t move_progress; // 0 to 16, tracks the sub-tile animation progress
|
||||
extern int8_t start_lx, start_ly;
|
||||
extern int8_t target_lx, target_ly;
|
||||
@@ -54,10 +55,14 @@ extern int16_t start_px, start_py;
|
||||
extern int16_t target_px, target_py;
|
||||
|
||||
// --- Stamina System ---
|
||||
// Stamina powers the jump mechanic. 100 = full. Recharges over time.
|
||||
// Stamina powers the jump/run mechanic. 100 = full. Recharges over time.
|
||||
extern uint8_t stamina;
|
||||
extern uint8_t stamina_recharge_timer;
|
||||
|
||||
// --- Level Progression ---
|
||||
// Current level (starts at 1, increments each time the hatch is reached).
|
||||
extern uint8_t level;
|
||||
|
||||
// --- Enemy State ---
|
||||
extern uint8_t enemy_lx;
|
||||
extern uint8_t enemy_ly;
|
||||
|
||||
Reference in New Issue
Block a user