d75a44c2d1
Schermata istruzioni mostrata all'inizio del livello 1, chiudibile con B, ri-apribile in gioco con SELECT. Testo con font IBM (stesso pattern del finale game_over==3 e della sconfitta game_over==1). Contenuto: titolo, obiettivo (find the hatch), controlli (DPAD walk, A jump abyss, B run), istruzioni di chiusura (press B, select help). Per fare spazio: rimosso claimed.png (schermata di morte ora testuale con lo stesso font, stesso pattern del finale).
85 lines
3.1 KiB
C
85 lines
3.1 KiB
C
#ifndef GLOBALS_H
|
|
#define GLOBALS_H
|
|
|
|
#include <stdint.h>
|
|
|
|
/**
|
|
* ==========================================
|
|
* GLOBAL GAME STATE
|
|
* ==========================================
|
|
* Shared variables across modules (rendering, player, enemy, audio).
|
|
* Centralized here to avoid circular dependencies in C.
|
|
*/
|
|
|
|
// --- General Application State ---
|
|
// app_state = 0 means Title Screen, 1 means Gameplay
|
|
extern uint8_t app_state;
|
|
|
|
// game_over: 0 = Playing, 1 = Defeat (caught), 2 = Victory/Going Deeper (next level),
|
|
// 3 = Finale (cleared level 8 -> game complete)
|
|
extern volatile uint8_t game_over;
|
|
extern volatile uint8_t game_over_timer;
|
|
|
|
// --- Map Data ---
|
|
#define MAP_SIZE 7 // initial maze size (level 1); must be odd
|
|
#define MAX_MAP_SIZE 21 // hard cap for maze growth (odd); array bound. Reached at level 8.
|
|
// The generated maze: 0 = Wall, 1 = Floor, 2 = Victory Tile (hatch)
|
|
extern uint8_t map_size; // current maze side length (MAP_SIZE + 2*(level-1), capped)
|
|
extern uint8_t maze[MAX_MAP_SIZE][MAX_MAP_SIZE];
|
|
|
|
// --- Fog of War ---
|
|
extern uint8_t fog_radius; // Chebyshev visibility radius (2 normally, 1 from level 7)
|
|
|
|
// --- Camera & Rendering ---
|
|
extern uint8_t map_buffer[32 * 32];
|
|
extern uint8_t scroll_x;
|
|
extern int8_t scroll_y;
|
|
|
|
extern uint8_t stairs_lx;
|
|
extern uint8_t stairs_ly;
|
|
|
|
// --- Player ---
|
|
extern uint8_t player_lx;
|
|
extern uint8_t player_ly;
|
|
extern uint8_t player_dir; // 0=DR, 1=DL, 2=UL, 3=UR
|
|
|
|
// --- Movement & Physics State ---
|
|
extern uint8_t is_moving;
|
|
extern uint8_t is_jumping;
|
|
extern uint8_t is_running; // B+direction: 8-frame step, 10 stamina/tile
|
|
extern uint8_t move_progress; // 0 to 16
|
|
extern int8_t start_lx, start_ly;
|
|
extern int8_t target_lx, target_ly;
|
|
extern int16_t start_px, start_py;
|
|
extern int16_t target_px, target_py;
|
|
|
|
// --- Stamina System ---
|
|
extern uint8_t stamina;
|
|
extern uint8_t stamina_recharge_timer;
|
|
extern uint8_t stamina_recharge_rate; // frames per +1 stamina (grows with level)
|
|
|
|
// --- Level Progression ---
|
|
extern uint8_t level; // starts at 1; game completes after clearing level 8
|
|
|
|
// --- Enemy System (multi-entity: up to MAX_ENEMIES ghosts) ---
|
|
#define MAX_ENEMIES 8
|
|
extern uint8_t num_enemies; // current ghost count (= level, capped at MAX_ENEMIES)
|
|
extern uint8_t enemy_step_cooldown; // base pause (frames) between ghost steps; shrinks with level
|
|
extern uint8_t enemy_lx[MAX_ENEMIES];
|
|
extern uint8_t enemy_ly[MAX_ENEMIES];
|
|
extern uint8_t enemy_is_moving[MAX_ENEMIES];
|
|
extern uint8_t enemy_move_progress[MAX_ENEMIES];
|
|
extern int8_t enemy_start_lx[MAX_ENEMIES], enemy_start_ly[MAX_ENEMIES];
|
|
extern int8_t enemy_target_lx[MAX_ENEMIES], enemy_target_ly[MAX_ENEMIES];
|
|
extern int16_t enemy_start_px[MAX_ENEMIES], enemy_start_py[MAX_ENEMIES];
|
|
extern int16_t enemy_target_px[MAX_ENEMIES], enemy_target_py[MAX_ENEMIES];
|
|
extern uint8_t enemy_cooldown[MAX_ENEMIES];
|
|
|
|
// --- Instructions Screen ---
|
|
// hint_active: 1 = mostra la schermata istruzioni (all'inizio del livello 1,
|
|
// o quando il giocatore preme SELECT). Chiusura con B.
|
|
// hint_displayed: 1 = la schermata e' gia' stata renderizzata questo frame.
|
|
extern volatile uint8_t hint_active;
|
|
extern volatile uint8_t hint_displayed;
|
|
|
|
#endif |