#include #include #include #include #include "engine.h" // Generated by png2asset #include "tiles.h" #include "player.h" #define MAP_SIZE 7 uint8_t maze[MAP_SIZE][MAP_SIZE]; static uint8_t map_buffer[32 * 32]; uint8_t player_lx = 1; uint8_t player_ly = 1; uint8_t player_dir = 0; // 0=DR, 1=DL, 2=UL, 3=UR uint8_t walk_timer = 0; uint8_t scroll_x = 0; uint8_t scroll_y = 0; // DAS variables uint8_t das_timer = 0; uint8_t das_active = 0; #define DAS_DELAY 12 #define DAS_REPEAT 6 static void generate_maze(void) { // Clear maze (all 0/walls) memset(maze, 0, sizeof(maze)); // Stack for backtracking (3x3 grid has 9 odd cells max) uint8_t stack_x[9]; uint8_t stack_y[9]; uint8_t stack_ptr = 0; // Start at (1, 1) uint8_t cx = 1; uint8_t cy = 1; maze[cy][cx] = 1; while (1) { // Find unvisited neighbors at distance 2 // Up: (cx, cy-2), Down: (cx, cy+2), Left: (cx-2, cy), Right: (cx+2, cy) uint8_t nx[4]; uint8_t ny[4]; uint8_t count = 0; // Up if (cy >= 3 && maze[cy - 2][cx] == 0) { nx[count] = cx; ny[count] = cy - 2; count++; } // Down if (cy <= 3 && maze[cy + 2][cx] == 0) { nx[count] = cx; ny[count] = cy + 2; count++; } // Left if (cx >= 3 && maze[cy][cx - 2] == 0) { nx[count] = cx - 2; ny[count] = cy; count++; } // Right if (cx <= 3 && maze[cy][cx + 2] == 0) { nx[count] = cx + 2; ny[count] = cy; count++; } if (count > 0) { // Choose a random neighbor uint8_t dir = rand() % count; // Push current cell to stack stack_x[stack_ptr] = cx; stack_y[stack_ptr] = cy; stack_ptr++; // Remove wall between current cell and chosen neighbor maze[(cy + ny[dir]) / 2][(cx + nx[dir]) / 2] = 1; // Move to neighbor cx = nx[dir]; cy = ny[dir]; maze[cy][cx] = 1; } else if (stack_ptr > 0) { // Pop from stack stack_ptr--; cx = stack_x[stack_ptr]; cy = stack_y[stack_ptr]; } else { break; } } } static void draw_map(void) { // Fill entire map with tile index 0 (completely black empty tile) memset(map_buffer, 0, sizeof(map_buffer)); // Draw logical map path tiles for (int8_t ly = 0; ly < MAP_SIZE; ly++) { for (int8_t lx = 0; lx < MAP_SIZE; lx++) { if (maze[ly][lx] == 1) { // Centering math for 7x7 map on 32x32 background map int8_t iso_x = (lx - ly) * 2 + 12; int8_t iso_y = (lx + ly) * 1 + 2; // Alternate colors (checkerboard) uint8_t is_alt = ((lx + ly) % 2 == 0); // Calculate neighbor mask uint8_t has_tl = (lx > 0 && maze[ly][lx - 1] == 1); uint8_t has_tr = (ly > 0 && maze[ly - 1][lx] == 1); uint8_t has_bl = (ly < MAP_SIZE - 1 && maze[ly + 1][lx] == 1); uint8_t has_br = (lx < MAP_SIZE - 1 && maze[ly][lx + 1] == 1); uint8_t mask = (has_tl ? 1 : 0) | (has_tr ? 2 : 0) | (has_bl ? 4 : 0) | (has_br ? 8 : 0); uint8_t v = is_alt ? (16 + mask) : mask; for (uint8_t y = 0; y < 2; y++) { for (uint8_t x = 0; x < 4; x++) { uint8_t target_x = (iso_x + x) & 31; uint8_t target_y = (iso_y + y) & 31; uint8_t src_tile = tiles_map[4 + v * 8 + y * 4 + x]; map_buffer[target_y * 32 + target_x] = src_tile; } } } } } set_bkg_tiles(0, 0, 32, 32, map_buffer); } static void update_camera(void) { // Center the camera on the player's logical tile coordinates int16_t px = (player_lx - player_ly) * 16 + 96; int16_t py = (player_lx + player_ly) * 8 + 16; scroll_x = px - 64; scroll_y = py - 72; move_bkg(scroll_x, scroll_y); } static void update_player_sprite(void) { uint8_t frame_offset = (walk_timer > 0) ? ((walk_timer >> 2) & 1) : 0; move_metasprite(player_metasprites[player_dir * 2 + frame_offset], 0, 0, 88, 88); } void engine_init(void) { SPRITES_8x16; // Seed random number generator with hardware divider register initrand(DIV_REG); // Generate maze path cells generate_maze(); // Explicitly initialize DMG palette registers OBP0_REG = 0xE4; // 11 10 01 00 (Black, Dark Gray, Light Gray, White) BGP_REG = 0xE4; // Initialize GBC palettes (safe on DMG, does nothing) set_bkg_palette(0, 8, tiles_palettes); set_sprite_palette(0, 8, player_palettes); // Load tiles set_bkg_data(0, tiles_TILE_COUNT, tiles_tiles); set_sprite_data(0, player_TILE_COUNT, player_tiles); draw_map(); update_camera(); update_player_sprite(); } void engine_update(uint8_t keys, uint8_t prev_keys) { if (walk_timer > 0) { walk_timer--; update_player_sprite(); } uint8_t keys_pressed = keys & ~prev_keys; int8_t move_lx = 0; int8_t move_ly = 0; if (keys_pressed) { das_timer = DAS_DELAY; das_active = 1; } else if (keys && das_active) { das_timer--; if (das_timer == 0) { das_timer = DAS_REPEAT; keys_pressed = keys; // trigger move } } else { das_active = 0; } if (keys_pressed & J_RIGHT) { move_lx = 1; player_dir = 0; // DR } else if (keys_pressed & J_LEFT) { move_lx = -1; player_dir = 2; // UL } else if (keys_pressed & J_DOWN) { move_ly = 1; player_dir = 1; // DL } else if (keys_pressed & J_UP) { move_ly = -1; player_dir = 3; // UR } if (move_lx != 0 || move_ly != 0) { int8_t new_lx = player_lx + move_lx; int8_t new_ly = player_ly + move_ly; // Bounds check & wall/empty area collision check if (new_lx >= 0 && new_lx < MAP_SIZE && new_ly >= 0 && new_ly < MAP_SIZE) { if (maze[new_ly][new_lx] == 1) { player_lx = new_lx; player_ly = new_ly; walk_timer = 12; // 12 frames of walk cycle } } update_player_sprite(); update_camera(); } }