Grow maze size with level (7x7 -> 17x17, +2 per level)
The maze side length is now a runtime global 'map_size' (MAP_SIZE=7 at level 1, +2 per level, capped at MAX_MAP_SIZE=17), while the maze array is allocated with the MAX_MAP_SIZE bound. All modules (maze DFS, fog rendering, player/enemy bounds, hatch and enemy-spawn placement) now use map_size at runtime. - globals: maze[MAX_MAP_SIZE][MAX_MAP_SIZE], map_size global, MAX_MAP_SIZE=17. - maze.c: DFS on map_size; stack/valid arrays made static (WRAM) and sized for the max maze to avoid hardware-stack overflow; hatch min distance scales with map_size/2. - engine.c: sets map_size from level before generate_maze; enemy spawn min distance scales with map_size/2. - render.c: flush the full 32x32 background map (the old rows 2-17 optimization broke for large mazes where the 5x5 fog window wraps outside that range); dynamic bounds; signed/unsigned casts. - player_logic/enemy_logic: dynamic map_size bounds. Verified via PyBoy: sizes 7,9,11,13,15,17,17 across levels 1-7, each with a hatch; rendering and movement intact at 17x17 and at 7x7.
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+7
-7
@@ -22,9 +22,11 @@ extern volatile uint8_t game_over;
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extern volatile uint8_t game_over_timer;
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// --- Map Data ---
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#define MAP_SIZE 7
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// The generated maze: 0 = Wall, 1 = Floor, 2 = Victory Tile
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extern uint8_t maze[MAP_SIZE][MAP_SIZE];
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#define MAP_SIZE 7 // initial maze size (level 1); must be odd
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#define MAX_MAP_SIZE 17 // hard cap for maze growth (odd); used as the array bound
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// The generated maze: 0 = Wall, 1 = Floor, 2 = Victory Tile (hatch)
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extern uint8_t map_size; // current maze side length (grows with level, MAP_SIZE..MAX_MAP_SIZE)
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extern uint8_t maze[MAX_MAP_SIZE][MAX_MAP_SIZE];
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// --- Camera & Rendering ---
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// Map buffer used to draw the isometric tiles into the Game Boy Background map
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@@ -36,9 +38,7 @@ extern int8_t scroll_y;
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extern uint8_t stairs_lx;
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extern uint8_t stairs_ly;
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// --- Mappa e Entità ---
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// The generated maze: 0 = Wall, 1 = Floor, 2 = Victory Tile
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extern uint8_t maze[MAP_SIZE][MAP_SIZE];
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// --- Mappa e Entita ---
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extern uint8_t player_lx;
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extern uint8_t player_ly;
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extern uint8_t player_dir; // 0=DR, 1=DL, 2=UL, 3=UR
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@@ -74,4 +74,4 @@ extern int16_t enemy_start_px, enemy_start_py;
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extern int16_t enemy_target_px, enemy_target_py;
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extern uint8_t enemy_cooldown;
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#endif
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#endif
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