Files
ascreamfromthedark-gb/src/enemy_logic.c
T
enne2 4968d2e885 8-level progression with scaling difficulty and a finale
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.
2026-06-24 13:04:39 +02:00

149 lines
7.5 KiB
C

#include "enemy_logic.h"
#include "globals.h"
#include "render.h" // For update_stamina_display (called on fatal collision)
#include <gb/gb.h>
// Tile graphics required for metasprites
#include "player.h"
#include "enemy.h"
/**
* Gestisce l'intelligenza artificiale e il rendering dei fantasmi (nemici).
*
* Sviluppo & Scelte Architetturali:
* 1. Multi-entity: fino a MAX_ENEMIES (8) fantasmi coesistenti. Lo stato di ciascuno
* e' in array indicizzati (enemy_lx[i], enemy_is_moving[i], ...). Il numero attivo
* e' num_enemies (= livello, capped). Ogni fantasma usa 2 slot OAM (sprite 8x16)
* a partire da OAM 2 + i*2 (il player usa 0-1).
* 2. Cooldown: dopo ogni passo (16 frame di LERP) il fantasma aspetta `enemy_step_cooldown`
* frame prima del prossimo (scalato col livello: piu' breve = piu' veloce). I cooldown
* iniziali sono sfasati (i*8) cosi' non si muovono in sincrono.
* 3. Pathfinding Greedy (non A*): per ogni fantasma, tra le 4 celle adiacenti calpestabili
* sceglie quella che minimizza la distanza al quadrato verso il giocatore (no sqrt, no
* heap: sostenibile su 4 MHz anche con 8 fantasmi). Difetto voluto: si incastra nei
* vicoli a U -> dinamica di gioco per seminarli.
* 4. Attivazione: il fantasma insegue solo se entro il raggio di nebbia (Chebyshev <=
* fog_radius), coerente col fog of war.
* 5. Collisione Pixel-Perfect: la morte scatta se i pixel fisici di un qualunque fantasma
* si sovrappongono a quelli del giocatore (|dx|<12, |dy|<6).
*/
void update_enemy_logic(void) {
// Posizione pixel del giocatore (interpolata se in movimento), usata per la collisione.
int16_t p_px = is_moving ? (start_px + (((target_px - start_px) * (int16_t)move_progress) >> 4))
: ((player_lx - player_ly) * 16 + 96);
int16_t p_py = is_moving ? (start_py + (((target_py - start_py) * (int16_t)move_progress) >> 4))
: ((player_lx + player_ly) * 8 + 16);
for (uint8_t i = 0; i < num_enemies; i++) {
// 1. Aggiorna l'interpolazione del movimento visivo
if (enemy_is_moving[i]) {
enemy_move_progress[i]++;
if (enemy_move_progress[i] == 16) {
enemy_is_moving[i] = 0;
enemy_lx[i] = enemy_target_lx[i];
enemy_ly[i] = enemy_target_ly[i];
// Pausa prima del prossimo passo (scalata col livello).
enemy_cooldown[i] = enemy_step_cooldown;
}
}
// 2. Decrementa il timer di riposo
if (enemy_cooldown[i] > 0) {
enemy_cooldown[i]--;
}
// 3. AI PATHFINDING (greedy) se pronto a muoversi
if (!enemy_is_moving[i] && enemy_cooldown[i] == 0) {
int8_t dx = (int8_t)player_lx - (int8_t)enemy_lx[i];
int8_t dy = (int8_t)player_ly - (int8_t)enemy_ly[i];
int8_t abs_dx = (dx < 0) ? -dx : dx;
int8_t abs_dy = (dy < 0) ? -dy : dy;
int8_t dist = (abs_dx > abs_dy) ? abs_dx : abs_dy;
// Insegue solo se entro il raggio di nebbia.
if (dist <= (int8_t)fog_radius) {
int8_t best_nx = (int8_t)enemy_lx[i];
int8_t best_ny = (int8_t)enemy_ly[i];
int16_t min_dist_sq = (int16_t)dx * dx + (int16_t)dy * dy;
if (enemy_lx[i] + 1 < map_size && maze[enemy_ly[i]][enemy_lx[i] + 1] != 0) {
int8_t ndx = (int8_t)player_lx - (int8_t)(enemy_lx[i] + 1);
int16_t d_sq = (int16_t)ndx * ndx + (int16_t)dy * dy;
if (d_sq < min_dist_sq) { min_dist_sq = d_sq; best_nx = enemy_lx[i] + 1; best_ny = enemy_ly[i]; }
}
if (enemy_ly[i] + 1 < map_size && maze[enemy_ly[i] + 1][enemy_lx[i]] != 0) {
int8_t ndy = (int8_t)player_ly - (int8_t)(enemy_ly[i] + 1);
int16_t d_sq = (int16_t)dx * dx + (int16_t)ndy * ndy;
if (d_sq < min_dist_sq) { min_dist_sq = d_sq; best_nx = enemy_lx[i]; best_ny = enemy_ly[i] + 1; }
}
if (enemy_lx[i] > 0 && maze[enemy_ly[i]][enemy_lx[i] - 1] != 0) {
int8_t ndx = (int8_t)player_lx - (int8_t)(enemy_lx[i] - 1);
int16_t d_sq = (int16_t)ndx * ndx + (int16_t)dy * dy;
if (d_sq < min_dist_sq) { min_dist_sq = d_sq; best_nx = enemy_lx[i] - 1; best_ny = enemy_ly[i]; }
}
if (enemy_ly[i] > 0 && maze[enemy_ly[i] - 1][enemy_lx[i]] != 0) {
int8_t ndy = (int8_t)player_ly - (int8_t)(enemy_ly[i] - 1);
int16_t d_sq = (int16_t)dx * dx + (int16_t)ndy * ndy;
if (d_sq < min_dist_sq) { min_dist_sq = d_sq; best_nx = enemy_lx[i]; best_ny = enemy_ly[i] - 1; }
}
if (best_nx != (int8_t)enemy_lx[i] || best_ny != (int8_t)enemy_ly[i]) {
enemy_is_moving[i] = 1;
enemy_move_progress[i] = 0;
enemy_start_lx[i] = (int8_t)enemy_lx[i];
enemy_start_ly[i] = (int8_t)enemy_ly[i];
enemy_target_lx[i] = best_nx;
enemy_target_ly[i] = best_ny;
enemy_start_px[i] = (enemy_start_lx[i] - enemy_start_ly[i]) * 16 + 96;
enemy_start_py[i] = (enemy_start_lx[i] + enemy_start_ly[i]) * 8 + 16;
enemy_target_px[i] = (enemy_target_lx[i] - enemy_target_ly[i]) * 16 + 96;
enemy_target_py[i] = (enemy_target_lx[i] + enemy_target_ly[i]) * 8 + 16;
}
}
}
// 4. RENDERING (telecamera relativa)
int16_t enemy_px, enemy_py;
if (enemy_is_moving[i]) {
enemy_px = enemy_start_px[i] + (((enemy_target_px[i] - enemy_start_px[i]) * (int16_t)enemy_move_progress[i]) >> 4);
enemy_py = enemy_start_py[i] + (((enemy_target_py[i] - enemy_start_py[i]) * (int16_t)enemy_move_progress[i]) >> 4);
} else {
enemy_px = (enemy_lx[i] - enemy_ly[i]) * 16 + 96;
enemy_py = (enemy_lx[i] + enemy_ly[i]) * 8 + 16;
}
int16_t enemy_screen_x = ((enemy_px - scroll_x) & 255) + 24;
int16_t enemy_screen_y = ((enemy_py - scroll_y) & 255) + 16;
// Visibilita': solo se entro il raggio di nebbia e on-screen.
int8_t edx = (int8_t)player_lx - (int8_t)enemy_lx[i];
int8_t edy = (int8_t)player_ly - (int8_t)enemy_ly[i];
if (edx < 0) edx = -edx;
if (edy < 0) edy = -edy;
uint8_t ep_dist = (edx > edy) ? edx : edy;
if (ep_dist <= fog_radius && enemy_screen_x >= -8 && enemy_screen_x <= 168 && enemy_screen_y >= -8 && enemy_screen_y <= 152) {
move_metasprite(enemy_metasprites[0], player_TILE_COUNT, 2 + i * 2, enemy_screen_x, enemy_screen_y);
} else {
move_metasprite(enemy_metasprites[0], player_TILE_COUNT, 2 + i * 2, 0, 0);
}
// 5. COLLISIONE FATALE (pixel-perfect) contro questo fantasma
int16_t dxc = p_px - enemy_px;
int16_t dyc = p_py - enemy_py;
if (dxc < 0) dxc = -dxc;
if (dyc < 0) dyc = -dyc;
if (dxc < 12 && dyc < 6) {
game_over = 1;
game_over_timer = 45;
update_stamina_display(); // nasconde l'HUD (game_over attivo)
// Sound effect della cattura (slide down sul canale 1)
NR10_REG = 0x1E;
NR11_REG = 0x10;
NR12_REG = 0xF3;
NR13_REG = 0x00;
NR14_REG = 0xC6;
return; // un fantasma ti ha preso: basta per questo frame
}
}
}