4968d2e885
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.
47 lines
1.3 KiB
C
47 lines
1.3 KiB
C
#include "globals.h"
|
|
|
|
// Define the actual memory storage for all global variables
|
|
volatile uint8_t game_over = 0;
|
|
volatile uint8_t game_over_timer = 0;
|
|
|
|
uint8_t map_size = MAP_SIZE;
|
|
uint8_t maze[MAX_MAP_SIZE][MAX_MAP_SIZE];
|
|
uint8_t map_buffer[32 * 32];
|
|
|
|
uint8_t fog_radius = 2;
|
|
|
|
uint8_t player_lx = 1;
|
|
uint8_t player_ly = 1;
|
|
uint8_t player_dir = 0;
|
|
uint8_t scroll_x = 0;
|
|
int8_t scroll_y = 0;
|
|
|
|
uint8_t stairs_lx = 0;
|
|
uint8_t stairs_ly = 0;
|
|
|
|
uint8_t is_moving = 0;
|
|
uint8_t is_jumping = 0;
|
|
uint8_t is_running = 0;
|
|
uint8_t move_progress = 0;
|
|
int8_t start_lx, start_ly;
|
|
int8_t target_lx, target_ly;
|
|
int16_t start_px, start_py;
|
|
int16_t target_px, target_py;
|
|
|
|
uint8_t stamina = 100;
|
|
uint8_t stamina_recharge_timer = 0;
|
|
uint8_t stamina_recharge_rate = 60;
|
|
|
|
uint8_t level = 1;
|
|
|
|
uint8_t num_enemies = 1;
|
|
uint8_t enemy_step_cooldown = 60;
|
|
uint8_t enemy_lx[MAX_ENEMIES] = {0};
|
|
uint8_t enemy_ly[MAX_ENEMIES] = {0};
|
|
uint8_t enemy_is_moving[MAX_ENEMIES] = {0};
|
|
uint8_t enemy_move_progress[MAX_ENEMIES] = {0};
|
|
int8_t enemy_start_lx[MAX_ENEMIES], enemy_start_ly[MAX_ENEMIES];
|
|
int8_t enemy_target_lx[MAX_ENEMIES], enemy_target_ly[MAX_ENEMIES];
|
|
int16_t enemy_start_px[MAX_ENEMIES], enemy_start_py[MAX_ENEMIES];
|
|
int16_t enemy_target_px[MAX_ENEMIES], enemy_target_py[MAX_ENEMIES];
|
|
uint8_t enemy_cooldown[MAX_ENEMIES] = {0}; |