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).
50 lines
1.3 KiB
C
50 lines
1.3 KiB
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 map_size = MAP_SIZE;
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uint8_t maze[MAX_MAP_SIZE][MAX_MAP_SIZE];
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uint8_t map_buffer[32 * 32];
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uint8_t fog_radius = 2;
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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 stamina_recharge_rate = 60;
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uint8_t level = 1;
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uint8_t num_enemies = 1;
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uint8_t enemy_step_cooldown = 60;
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uint8_t enemy_lx[MAX_ENEMIES] = {0};
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uint8_t enemy_ly[MAX_ENEMIES] = {0};
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uint8_t enemy_is_moving[MAX_ENEMIES] = {0};
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uint8_t enemy_move_progress[MAX_ENEMIES] = {0};
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int8_t enemy_start_lx[MAX_ENEMIES], enemy_start_ly[MAX_ENEMIES];
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int8_t enemy_target_lx[MAX_ENEMIES], enemy_target_ly[MAX_ENEMIES];
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int16_t enemy_start_px[MAX_ENEMIES], enemy_start_py[MAX_ENEMIES];
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int16_t enemy_target_px[MAX_ENEMIES], enemy_target_py[MAX_ENEMIES];
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uint8_t enemy_cooldown[MAX_ENEMIES] = {0};
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volatile uint8_t hint_active = 0;
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volatile uint8_t hint_displayed = 0;
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