8-level progression with scaling difficulty and a finale

Maze size grows +2/level from 7x7 to 21x21 (cap MAX_MAP_SIZE=21, reached
at level 8). Additional difficulty axes scale with level:
- +1 ghost per level (up to MAX_ENEMIES=8); enemy state moved to arrays,
  enemy_logic.c rewritten as a multi-entity loop (own AI, render at OAM
  2+i*2, staggered cooldowns).
- Ghost cooldown shrinks: 60 -> ~11 frames between steps.
- Stamina recharge slows: 60 -> 144 frames per point.
- Fog tightens to 3x3 (fog_radius=1) from level 7.
Fog rendering uses a dynamic 16-row centered flush (with wrap) instead of
the fixed rows 2-17 / full 32x32, so the fog stays correct on big mazes
without the multi-frame stall of the full flush.

Game ends after level 8: reaching the hatch at level 8 sets game_over=3
(finale) instead of 2. Finale screen reloads the IBM font and writes
'YOU ESCAPED / THE DARKNESS / LEVEL 8 CLEARED / PRESS START' into the BG
map; START returns to the title (new game starts at level 1).

Verified via PyBoy: sizes 7..21, fog 2->1 at L7, enemies 1..8 (distinct,
on floor, can catch the player), cooldown/recharge scaling, L1 hatch ->
game_over=2, L8 hatch -> game_over=3, finale renders + START->title->L1.
This commit is contained in:
2026-06-24 13:04:39 +02:00
parent 5e8709ade0
commit 4968d2e885
10 changed files with 317 additions and 264 deletions
+25 -18
View File
@@ -18,8 +18,8 @@ uint8_t get_tile_state(int8_t cx, int8_t cy, int8_t lx, int8_t ly) {
if (dx < 0) dx = -dx;
if (dy < 0) dy = -dy;
int8_t dist = (dx > dy) ? dx : dy;
if (dist > 2) return 0;
if (dist == 2) return 2;
if (dist > (int8_t)fog_radius) return 0;
if (dist == (int8_t)fog_radius) return 2;
return 1;
}
@@ -146,15 +146,15 @@ void draw_map(uint8_t center_x, uint8_t center_y) {
// Svuotiamo l'intero buffer della mappa con l'indice 0 (casella nera vuota)
memset(map_buffer, 0, sizeof(map_buffer));
// Calcoliamo la "finestra" di mappa 5x5 da processare (per ottimizzazione, ignoriamo la mappa intera)
int8_t start_x = center_x - 2;
// Calcoliamo la "finestra" di mappa (2r+1 x 2r+1) da processare (fog_radius)
int8_t start_x = center_x - fog_radius;
if (start_x < 0) start_x = 0;
int8_t end_x = center_x + 2;
int8_t end_x = center_x + fog_radius;
if ((uint8_t)end_x >= map_size) end_x = map_size - 1;
int8_t start_y = center_y - 2;
int8_t start_y = center_y - fog_radius;
if (start_y < 0) start_y = 0;
int8_t end_y = center_y + 2;
int8_t end_y = center_y + fog_radius;
if ((uint8_t)end_y >= map_size) end_y = map_size - 1;
// Processiamo la mappa in DUE passate per risolvere il problema dell'overlapping isometrico.
@@ -175,7 +175,7 @@ void draw_map(uint8_t center_x, uint8_t center_y) {
if (dy < 0) dy = -dy;
int8_t dist = (dx > dy) ? dx : dy;
if (dist > 2) continue;
if (dist > (int8_t)fog_radius) continue;
int8_t iso_x = (lx - ly) * 2 + 12;
int8_t iso_y = (lx + ly) * 1 + 2;
@@ -186,7 +186,7 @@ void draw_map(uint8_t center_x, uint8_t center_y) {
uint8_t mask = state_tl + state_tr * 3;
uint8_t v;
if (dist == 2) {
if (dist == (int8_t)fog_radius) {
v = is_alt ? (27 + mask) : (18 + mask);
} else {
v = is_alt ? (9 + mask) : mask;
@@ -214,7 +214,7 @@ void draw_map(uint8_t center_x, uint8_t center_y) {
if (dy < 0) dy = -dy;
int8_t dist = (dx > dy) ? dx : dy;
if (dist > 2) continue;
if (dist > (int8_t)fog_radius) continue;
int8_t iso_x = (lx - ly) * 2 + 12;
int8_t iso_y = (lx + ly) * 1 + 2;
@@ -228,7 +228,7 @@ void draw_map(uint8_t center_x, uint8_t center_y) {
uint16_t mask = state_tl + state_tr * 3 + state_bl * 9 + state_br * 27;
uint16_t v;
if (dist == 2) {
if (dist == (int8_t)fog_radius) {
v = is_alt ? (36 + 243 + mask) : (36 + 162 + mask);
} else {
v = is_alt ? (36 + 81 + mask) : (36 + mask);
@@ -248,13 +248,20 @@ void draw_map(uint8_t center_x, uint8_t center_y) {
update_stamina_display();
// Trasferiamo l'intera mappa 32x32 (1024 byte) al Background hardware.
// Con labirinti grandi (map_size > 7) la finestra fog-of-war 5x5, proiettata in
// coordinate isometriche assolute, puo' cadere in righe OLTRE il vecchio range
// 2-17 (a causa del wrapping & 31), quindi non basta piu' flussare solo 16 righe.
// draw_map e' chiamato solo ai passi del movimento (non ogni frame), quindi il
// costo del flush completo e' sostenibile.
set_bkg_tiles(0, 0, 32, 32, map_buffer);
// Flush dinamico a 16 righe (512 byte) centrato sulla iso_y del centro di disegno,
// con gestione del wrap della mappa 32x32. 16 righe = prestazioni del progetto
// originale; centrando su center_iso_y la nebbia ricade sempre nelle righe flussate
// anche nei labirinti grandi, dove le iso_y assolute wrappano fuori dal vecchio
// range fisso 2-17.
int16_t center_iso_y = (int16_t)center_x + (int16_t)center_y + 2;
uint8_t start = (uint8_t)((center_iso_y - 8) & 31);
if (start + 16 <= 32) {
set_bkg_tiles(0, start, 32, 16, &map_buffer[(uint16_t)start * 32]);
} else {
uint8_t first = 32 - start;
set_bkg_tiles(0, start, 32, first, &map_buffer[(uint16_t)start * 32]);
set_bkg_tiles(0, 0, 32, 16 - first, map_buffer);
}
}
/**