14 Commits

Author SHA1 Message Date
Matteo Benedetto e476638329 Remove broken subtitle from game page 2026-07-01 16:41:52 +02:00
Matteo Benedetto 038d4a4d86 Adaptive mobile layout: fluid canvas, responsive touch buttons, ctrl-row grouping 2026-07-01 16:16:58 +02:00
Matteo Benedetto 36e59a9e6b Fix keymap: B=Backspace, Select=Shift (WasmBoy native mapping, not X/Space) 2026-07-01 15:29:09 +02:00
Matteo Benedetto 5ea4ce3c16 Fix: dispatch synthetic keys on window (where WasmBoy listens), add keyCode for legacy compat 2026-07-01 15:22:55 +02:00
Matteo Benedetto c11dbc208d Mobile: touch controls with visual feedback, landscape support, larger hit areas 2026-07-01 15:17:47 +02:00
Matteo Benedetto edc093b633 feat: add spike assets and implement version 1.0 release documentation 2026-07-01 15:06:22 +02:00
Matteo Benedetto 1aac416ba7 Revert "Stop tracking ROM binary; release will be created via API"
This reverts commit 919d3b7ddc.
2026-07-01 14:37:52 +02:00
Matteo Benedetto 919d3b7ddc Stop tracking ROM binary; release will be created via API 2026-07-01 14:12:02 +02:00
Matteo Benedetto 902623dc8d Include ROM for GitHub Pages deployment 2026-07-01 14:08:35 +02:00
Matteo Benedetto 532396e95f Add GitHub Pages site with wasmboy WebAssembly emulator 2026-07-01 14:03:25 +02:00
Matteo Benedetto 73eb61ffed README: sposta hello_iso_gb.png nella sezione Coordinate isometriche 2026-07-01 12:01:25 +02:00
Matteo Benedetto 8b07299fe9 README: mostra hello_iso_gb.png come immagine inline 2026-07-01 11:59:04 +02:00
Matteo Benedetto 7ff553992c README: title banner + nota screenshot di sviluppo 2026-07-01 11:56:49 +02:00
Matteo Benedetto d0f1f3d054 README: aggiungi sezione Schermate con title/death/going-deeper 2026-07-01 11:49:18 +02:00
10 changed files with 695 additions and 10 deletions
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# A Scream from the Dark # A Scream from the Dark
<p align="center">
<img src="assets/title_bg.png" alt="Title screen" width="320">
</p>
Un survival-horror procedurale in prospettiva isometrica per Game Boy (DMG/CGB), scritto in C con **GBDK-2020**. Sei imprigionato in un labirinto generato casualmente, illuminato solo da un ristretto quadrato di visibilità. Dei **fantasmi** si nascondono nel buio e ti braccano. L'unica via di fuga è una **botola** posta lontano dalla partenza: raggiungerla significa "sprofondare più giù" (*Going Deeper*) e affrontare un livello più grande, con più nemici e meno visibilità. Un survival-horror procedurale in prospettiva isometrica per Game Boy (DMG/CGB), scritto in C con **GBDK-2020**. Sei imprigionato in un labirinto generato casualmente, illuminato solo da un ristretto quadrato di visibilità. Dei **fantasmi** si nascondono nel buio e ti braccano. L'unica via di fuga è una **botola** posta lontano dalla partenza: raggiungerla significa "sprofondare più giù" (*Going Deeper*) e affrontare un livello più grande, con più nemici e meno visibilità.
--- ---
@@ -10,16 +14,6 @@ Un survival-horror procedurale in prospettiva isometrica per Game Boy (DMG/CGB),
Crediti visibili anche nel gioco: schermata **SELECT** dal menu titolo. Crediti visibili anche nel gioco: schermata **SELECT** dal menu titolo.
## Release
| Campo | Valore |
|---|---|
| Versione | `a8a6a32` |
| Messaggio | Aggiungi suono di caduta nel vuoto |
| Data | 2026-06-26 |
| ROM | `build/AScreamFromTheDark.gb` (32 KB) |
| Stack | GBDK-2020 · SDCC · SM83 |
--- ---
## Caratteristiche ## Caratteristiche
@@ -68,6 +62,12 @@ px = (lx - ly) * 16 + 96 py = (lx + ly) * 8 + 16
``` ```
Camera: `scroll_x = px - 64`, `scroll_y = py - 72`. Camera: `scroll_x = px - 64`, `scroll_y = py - 72`.
<p align="center">
<img src="assets/hello_iso_gb.png" alt="Schermata di sviluppo iniziale" width="320">
</p>
*Schermata di sviluppo iniziale (pixel-art isometrica, 160×144) — dà un'idea del motore grafico prima dell'aggiunta di nemici, nebbia e schermate multiple.*
Documentazione approfondita: [`doc/`](doc/) — [index](doc/index.md), [report](doc/AScreamFromTheDark_report.md). Documentazione approfondita: [`doc/`](doc/) — [index](doc/index.md), [report](doc/AScreamFromTheDark_report.md).
--- ---
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# A Scream from the Dark — v1.0
Prima release pubblica di *A Scream from the Dark*, un survival-horror procedurale in prospettiva isometrica per Game Boy (DMG/CGB), scritto in C con GBDK-2020.
## Cosa c'è in questa release
- **Labirinto isometrico 2.5D** auto-generato (7x7 -> 21x21)
- **Controlli DAS** (Tetris-style)
- **Salto evasivo** e corsa con stamina
- **Fino a 8 fantasmi** simultanei
- **Audio procedurale** a 4 canali
- **Progressione** su 8 livelli
- **Schermate**: title, intro, death, Going Deeper, crediti
## Build
```bash
make release
# Crea build/AScreamFromTheDark.gb (32 KB)
```
## ROM allegata
- `AScreamFromTheDark.gb` — 32 KB, compatibile DMG/CGB
## Autore
Matteo Benedetto — me@enne2.net
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<!DOCTYPE html>
<html lang="it">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no, viewport-fit=cover">
<title>A Scream from the Dark — WebAssembly Game Boy</title>
<style>
* { box-sizing: border-box; -webkit-tap-highlight-color: transparent; }
html, body {
margin: 0;
padding: 0;
background-color: #0a0a0f;
color: #e0e0e0;
font-family: 'Courier New', monospace;
overflow-x: hidden;
touch-action: manipulation;
}
body {
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 16px;
}
h1 {
color: #c41e3a;
text-shadow: 2px 2px 0 #000, 0 0 20px rgba(196, 30, 58, 0.5);
font-size: 1.6em;
letter-spacing: 2px;
margin: 0 0 6px 0;
text-align: center;
}
h2 {
color: #8b0000;
font-size: 0.75em;
font-weight: normal;
font-style: italic;
margin: 0 0 16px 0;
text-align: center;
}
canvas {
background-color: #000;
image-rendering: pixelated;
image-rendering: crisp-edges;
width: min(520px, 100%);
height: auto;
aspect-ratio: 10 / 9;
border: 4px solid #2a2a2a;
border-radius: 4px;
box-shadow: 0 0 30px rgba(196, 30, 58, 0.3),
inset 0 0 20px rgba(0,0,0,0.5);
display: block;
}
.controls {
margin-top: 16px;
background: #1a1a1a;
padding: 10px 16px;
border-radius: 6px;
font-size: 12px;
line-height: 1.6;
text-align: center;
border: 1px solid #2a2a2a;
}
.key {
background: #2a2a2a;
color: #c41e3a;
padding: 2px 8px;
border-radius: 3px;
font-family: monospace;
font-weight: bold;
border: 1px solid #3a3a3a;
}
/* ============================================
MOBILE / TOUCH CONTROLS
Visible on screens narrower than 700px OR
when device has coarse pointer (touch).
============================================ */
#mobile-controls {
display: none;
margin-top: 4vh;
width: min(540px, 100%);
user-select: none;
-webkit-user-select: none;
touch-action: none;
flex-direction: column;
align-items: center;
gap: 2.5vh;
}
@media (max-width: 700px), (pointer: coarse) {
#mobile-controls { display: flex; }
.controls { display: none; }
body { padding: 14px; justify-content: flex-start; }
h1 { font-size: 1.25em; margin-bottom: 4px; }
h2 { display: none; }
.footer { font-size: 10px; margin-top: 3vh; }
}
/* Base touch button */
.tbtn {
background: linear-gradient(180deg, #2a2a2a 0%, #1a1a1a 100%);
color: #c41e3a;
border: 2px solid #3a3a3a;
border-radius: 12px;
font-family: 'Courier New', monospace;
font-weight: bold;
font-size: clamp(16px, 5vw, 22px);
touch-action: none;
user-select: none;
-webkit-user-select: none;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
transition: transform 0.05s, background 0.05s, border-color 0.05s, box-shadow 0.05s;
box-shadow: 0 4px 0 #000, inset 0 1px 0 rgba(255,255,255,0.05);
min-width: 0;
min-height: 0;
}
.tbtn.pressed,
.tbtn:active {
background: linear-gradient(180deg, #c41e3a 0%, #8b0000 100%);
color: #fff;
border-color: #c41e3a;
transform: translateY(3px);
box-shadow: 0 1px 0 #000, inset 0 1px 0 rgba(255,255,255,0.2);
}
/* Row that holds dpad + A/B side-by-side on wider phones, stacked on tiny screens */
.ctrl-row {
display: flex;
justify-content: space-between;
align-items: flex-end;
width: 100%;
gap: 16px;
padding: 0 12px;
}
/* D-pad: cross layout, thumb-sized */
.dpad {
display: grid;
grid-template-columns: 1fr 1fr 1fr;
grid-template-rows: 1fr 1fr 1fr;
gap: 2px;
width: clamp(140px, 38vw, 190px);
height: clamp(140px, 38vw, 190px);
}
.dpad .tbtn {
border-radius: 8px;
}
.d-up { grid-column: 2; grid-row: 1; }
.d-left { grid-column: 1; grid-row: 2; }
.d-right { grid-column: 3; grid-row: 2; }
.d-down { grid-column: 2; grid-row: 3; }
.d-center {
grid-column: 2; grid-row: 2;
background: transparent;
border: none;
box-shadow: none;
}
/* A/B action buttons */
.actions {
display: flex;
gap: clamp(8px, 3vw, 16px);
align-items: flex-end;
}
.actions .tbtn {
width: clamp(56px, 17vw, 76px);
height: clamp(56px, 17vw, 76px);
border-radius: 50%;
font-size: clamp(18px, 6vw, 26px);
}
.btn-b { transform: rotate(-12deg); }
.btn-b.pressed, .btn-b:active { transform: rotate(-12deg) translateY(3px); }
.btn-a { transform: rotate(12deg); }
.btn-a.pressed, .btn-a:active { transform: rotate(12deg) translateY(3px); }
/* Start / Select pill buttons */
.sys {
display: flex;
gap: clamp(10px, 4vw, 24px);
align-items: center;
}
.sys .tbtn {
min-width: 78px;
width: clamp(78px, 22vw, 110px);
height: clamp(30px, 8vw, 40px);
border-radius: 20px;
font-size: clamp(10px, 3vw, 13px);
letter-spacing: 1px;
padding: 0 12px;
}
/* Tiny screens: stack A/B below dpad if side-by-side doesn't fit */
@media (max-width: 360px) {
.ctrl-row { flex-direction: column; align-items: center; gap: 18px; }
}
/* Landscape phone: single row with controls on sides */
@media (orientation: landscape) and (max-height: 500px) {
body { justify-content: center; padding: 8px; }
h1 { font-size: 1em; }
#game-container { flex-direction: row; gap: 16px; align-items: center; }
canvas { width: min(55vh, 60vw); height: auto; }
#mobile-controls { flex-direction: row; width: auto; gap: 18px; margin-top: 0; }
.ctrl-row { flex-direction: row; width: auto; padding: 0; gap: 10px; }
.dpad { width: 120px; height: 120px; }
.actions .tbtn { width: 52px; height: 52px; }
.sys { flex-direction: column; }
.btn-fs { display: none; }
.footer { display: none; }
}
/* Fullscreen & helpers */
.btn-fs {
margin-top: 12px;
background: #1a1a1a;
color: #c41e3a;
border: 1px solid #2a2a2a;
padding: 8px 16px;
border-radius: 20px;
cursor: pointer;
font-family: monospace;
font-size: 13px;
transition: all 0.2s;
}
.btn-fs:hover { background: #2a2a2a; color: #fff; }
#game-container {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
position: relative;
}
#game-container:fullscreen {
width: 100vw;
height: 100vh;
background-color: #0a0a0f;
padding: 20px;
gap: 20px;
}
#game-container:fullscreen canvas {
width: 80vmin;
height: 72vmin;
max-width: 100%;
max-height: 70vh;
}
.footer {
margin-top: 24px;
text-align: center;
color: #555;
font-size: 11px;
}
.footer a { color: #c41e3a; text-decoration: none; }
.footer a:hover { text-decoration: underline; }
</style>
</head>
<body>
<h1>A SCREAM FROM THE DARK</h1>
<div id="game-container">
<canvas id="gameboy"></canvas>
<button class="btn-fs" id="btn-fullscreen">⛶ Schermo Intero</button>
<div id="mobile-controls">
<!-- Start / Select (sopra) -->
<div class="sys" aria-label="System buttons">
<button class="tbtn" data-key="Enter" id="btn-start" aria-label="Start">START</button>
<button class="tbtn" data-key="Shift" id="btn-select" aria-label="Select">SELECT</button>
</div>
<!-- D-pad + A/B su una riga -->
<div class="ctrl-row">
<div class="dpad" aria-label="Directional pad">
<button class="tbtn d-up" data-key="ArrowUp" aria-label="Su"></button>
<button class="tbtn d-left" data-key="ArrowLeft" aria-label="Sinistra"></button>
<div class="d-center"></div>
<button class="tbtn d-right" data-key="ArrowRight" aria-label="Destra"></button>
<button class="tbtn d-down" data-key="ArrowDown" aria-label="Giù"></button>
</div>
<div class="actions" aria-label="Action buttons">
<button class="tbtn btn-b" data-key="Backspace" id="btn-b" aria-label="B (corsa)">B</button>
<button class="tbtn btn-a" data-key="z" id="btn-a" aria-label="A (salto)">A</button>
</div>
</div>
</div>
</div>
<div class="controls" id="keyboard-controls">
<strong>Comandi Tastiera:</strong>
<span class="key">↑↓←→</span> muovi ·
<span class="key">Z</span> A (salto) ·
<span class="key">Backspace</span> B (corsa) ·
<span class="key">Enter</span> Start ·
<span class="key">Shift</span> Select
</div>
<div class="footer">
<a href="https://github.com/Enne2/ascreamfromthedark-gb">Codice sorgente</a> ·
<a href="https://git.enne2.net/enne2/ascreamfromthedark-gb">Mirror Gitea</a> ·
GB © 1989 Nintendo · Questo gioco è un homebrew non ufficiale
</div>
<script src="wasmboy.wasm.iife.js"></script>
<script>
const canvas = document.getElementById('gameboy');
const wasmBoyObj = WasmBoy.WasmBoy || WasmBoy;
wasmBoyObj.setCanvas(canvas);
fetch('AScreamFromTheDark.gb')
.then(res => res.arrayBuffer())
.then(romBuffer => {
console.log('ROM caricata, avvio emulatore...');
return wasmBoyObj.loadROM(new Uint8Array(romBuffer));
})
.then(() => {
console.log('Avvio...');
return wasmBoyObj.play();
})
.catch(err => {
console.error('Errore:', err);
});
/* ============================================
Universal button binder (data-key driven)
- Touch: synthetic keydown/keyup events
- Mouse: same
- Visual feedback: .pressed class
- Multi-touch: each button tracks its own state
============================================ */
const KEY_CODE = {
'ArrowUp':'ArrowUp','ArrowDown':'ArrowDown','ArrowLeft':'ArrowLeft','ArrowRight':'ArrowRight',
'z':'KeyZ','Z':'KeyZ',
'Backspace':'Backspace',
'Enter':'Enter','enter':'Enter',
'Shift':'ShiftLeft','Tab':'Tab'
};
const KEY_KEY = {
'ArrowUp':'ArrowUp','ArrowDown':'ArrowDown','ArrowLeft':'ArrowLeft','ArrowRight':'ArrowRight',
'z':'z','Z':'z',
'Backspace':'Backspace',
'Enter':'Enter','enter':'Enter',
'Shift':'Shift','Tab':'Tab'
};
// keyCode legacy — WasmBoy controlla questo per mappare i tasti GB.
// Mappature WasmBoy reali (dal codice del bundle):
// A = Z (90)
// B = Backspace (8), Esc (27), apostrofo (222)
// Start = Enter (13), Space (32)
// Select = Shift (16), Tab (9), backslash (220)
const KEY_KEYCODE = {
'ArrowUp':38,'ArrowDown':40,'ArrowLeft':37,'ArrowRight':39,
'z':90,'Z':90,
'Backspace':8,
'Enter':13,'enter':13,
'Shift':16,'Tab':9
};
function dispatchKey(type, dataKey) {
// WasmBoy ascolta keydown/keyup su WINDOW (non su document),
// usando il code fisico (ArrowUp, KeyZ, KeyX, Enter, Space, ecc.)
const ev = new KeyboardEvent(type, {
key: KEY_KEY[dataKey] || dataKey,
code: KEY_CODE[dataKey] || dataKey,
keyCode: KEY_KEYCODE[dataKey] || 0,
which: KEY_KEYCODE[dataKey] || 0,
bubbles: true,
cancelable: true,
composed: true
});
// Dispatch su WINDOW (dove WasmBoy ascolta) E su document come fallback
window.dispatchEvent(ev);
document.dispatchEvent(ev);
}
document.querySelectorAll('.tbtn[data-key]').forEach(btn => {
const dataKey = btn.dataset.key;
let pressed = false;
const press = (e) => {
if (e) { e.preventDefault(); e.stopPropagation(); }
if (pressed) return;
pressed = true;
btn.classList.add('pressed');
dispatchKey('keydown', dataKey);
};
const release = (e) => {
if (e) { e.preventDefault(); e.stopPropagation(); }
if (!pressed) return;
pressed = false;
btn.classList.remove('pressed');
dispatchKey('keyup', dataKey);
};
// Touch (primary)
btn.addEventListener('touchstart', press, { passive: false });
btn.addEventListener('touchend', release, { passive: false });
btn.addEventListener('touchcancel',release, { passive: false });
// Mouse (fallback per emulatori desktop e testing)
btn.addEventListener('mousedown', press);
btn.addEventListener('mouseup', release);
btn.addEventListener('mouseleave', release);
// Keyboard accessibility (Enter/Space su button = click = simulate tap)
btn.addEventListener('click', e => e.preventDefault()); // niente click reale
});
// Prevent default for arrow keys (avoid page scroll on Space/Arrows)
window.addEventListener('keydown', e => {
if (['ArrowUp','ArrowDown','ArrowLeft','ArrowRight',' ','Backspace','Tab'].includes(e.key)) e.preventDefault();
}, { passive: false });
/* Fullscreen toggle */
const gameContainer = document.getElementById('game-container');
const fsButton = document.getElementById('btn-fullscreen');
fsButton.addEventListener('click', () => {
if (!document.fullscreenElement) {
gameContainer.requestFullscreen().then(() => {
fsButton.innerHTML = '✕ Esci Fullscreen';
}).catch(err => console.error(`Errore fullscreen: ${err.message}`));
} else {
document.exitFullscreen().then(() => {
fsButton.innerHTML = '⛶ Schermo Intero';
});
}
});
document.addEventListener('fullscreenchange', () => {
fsButton.innerHTML = document.fullscreenElement ? '✕ Esci Fullscreen' : '⛶ Schermo Intero';
});
</script>
</body>
</html>
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//AUTOGENERATED FILE FROM png2asset
#include <stdint.h>
#include <gbdk/platform.h>
#include <gbdk/metasprites.h>
BANKREF(spikes)
const palette_color_t spikes_palettes[4] = {
RGB8(224,248,207), RGB8(134,192,108), RGB8( 48,104, 80), RGB8( 7, 24, 33)
};
const uint8_t spikes_tiles[64] = {
0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
0x81,0x81,0x81,0x81,
0x81,0x81,0x81,0x81,
0xc3,0xc3,0xc3,0xc3,
0xc3,0xc3,0xc3,0xc3,
0xe7,0xe7,0xe7,0xe7,
0xff,0x81,0xff,0x81,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff
};
const metasprite_t spikes_metasprite0[] = {
METASPR_ITEM(-8, -4, 0, S_PAL(0)),
METASPR_TERM
};
const metasprite_t spikes_metasprite1[] = {
METASPR_ITEM(-8, -4, 2, S_PAL(0)),
METASPR_TERM
};
const metasprite_t* const spikes_metasprites[2] = {
spikes_metasprite0, spikes_metasprite1
};
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//AUTOGENERATED FILE FROM png2asset
#ifndef METASPRITE_spikes_H
#define METASPRITE_spikes_H
#include <stdint.h>
#include <gbdk/platform.h>
#include <gbdk/metasprites.h>
#define spikes_TILE_ORIGIN 0
#define spikes_TILE_W 8
#define spikes_TILE_H 16
#define spikes_WIDTH 8
#define spikes_HEIGHT 16
#define spikes_TILE_COUNT 4
#define spikes_PALETTE_COUNT 1
#define spikes_COLORS_PER_PALETTE 4
#define spikes_TOTAL_COLORS 4
#define spikes_PIVOT_X 4
#define spikes_PIVOT_Y 8
#define spikes_PIVOT_W 8
#define spikes_PIVOT_H 16
extern const metasprite_t* const spikes_metasprites[2];
BANKREF_EXTERN(spikes)
extern const palette_color_t spikes_palettes[4];
extern const uint8_t spikes_tiles[64];
#endif