36e52d4d1a
Run (B + direction): - player_logic.c: while holding B + direction with stamina >= 10, each tile takes 8 frames instead of 16 (move_progress += 2, LERP >>4 unchanged) and costs 10 stamina per tile. DAS_REPEAT_RUN=2 chains tiles fluidly. - Falls back silently to normal walk when stamina < 10. Level progression: - New global 'level' (starts at 1). title->game resets to 1; reaching the hatch (victory/Going Deeper) + START increments before engine_init (new maze); defeat + START resets to 1. - Top-left HUD 'L<n>' via 3 sprites (OAM 23-25) from new level.png asset (glyphs L, 0-9), generated by scripts/generate_level.py and converted with png2asset -keep_duplicate_tiles for predictable tile ordering. - VRAM base aligned to an EVEN index (8x16 hardware ignores tile LSB) and placed after the stamina load claim to avoid the shared BG tile block. - update_level_display() called every frame; hides during game over/title. Docs: README, doc/gameplay.md and the technical report updated.
42 lines
968 B
C
42 lines
968 B
C
#include "globals.h"
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// Define the actual memory storage for all global variables
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volatile uint8_t game_over = 0;
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volatile uint8_t game_over_timer = 0;
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uint8_t maze[MAP_SIZE][MAP_SIZE];
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uint8_t map_buffer[32 * 32];
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uint8_t player_lx = 1;
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uint8_t player_ly = 1;
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uint8_t player_dir = 0;
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uint8_t scroll_x = 0;
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int8_t scroll_y = 0;
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uint8_t stairs_lx = 0;
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uint8_t stairs_ly = 0;
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uint8_t is_moving = 0;
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uint8_t is_jumping = 0;
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uint8_t is_running = 0;
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uint8_t move_progress = 0;
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int8_t start_lx, start_ly;
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int8_t target_lx, target_ly;
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int16_t start_px, start_py;
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int16_t target_px, target_py;
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uint8_t stamina = 100;
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uint8_t stamina_recharge_timer = 0;
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uint8_t level = 1;
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uint8_t enemy_lx = 0;
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uint8_t enemy_ly = 0;
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uint8_t enemy_is_moving = 0;
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uint8_t enemy_move_progress = 0;
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int8_t enemy_start_lx, enemy_start_ly;
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int8_t enemy_target_lx, enemy_target_ly;
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int16_t enemy_start_px, enemy_start_py;
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int16_t enemy_target_px, enemy_target_py;
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uint8_t enemy_cooldown = 0;
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