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examples: move state-scoped globals to state-local in coin_cavern + platformer
Both examples declared their gameplay variables at the top level even though every read and write happened inside one specific state. That pattern hid the overlay feature from new users and kept the state-local code path from being exercised outside the dedicated `state_machine.ne` demo (which is how the "state-locals silently drop their writes" bug survived so long). `coin_cavern.ne`: the five Playing-only physics/position/inventory vars (`player_x`, `player_y`, `player_vy`, `on_ground`, `coins_left`) move onto Playing's state block. `score` stays global because GameOver-era code could reasonably grow to read it. The `on_enter` body loses its redundant resets — the declared initializers on the state-locals re-run on every entry, so retrying after `transition Title` comes back to a fresh state. `platformer.ne`: player physics, camera, liveness, animation phase, and the autopilot budget (`player_y`, `on_ground`, `rise_count`, `fall_vy`, `camera_x`, `anim_tick`, `alive`, `auto_jumps`) all move onto Playing. `frame_tick` and `stomp_count` stay global — Title reads the former to auto-advance, GameOver reads the latter to tally coins on the death screen. The analyzer now overlays Title's `blink`, Playing's eight physics vars, and GameOver's `linger` starting at the same ZP byte (`$1A`), so the three scenes share a 9-byte window instead of each claiming their own slots. Byte-level ROM bytes for both examples shift because variable addresses moved. Video goldens stay pixel-identical (the harness doesn't see Playing in coin_cavern, and the pre-transition Title→Playing timing in platformer is preserved); the platformer audio hash needed one more refresh because the now-slightly-shorter reset prologue shifts APU writes within each frame. https://claude.ai/code/session_015kvJu3iEFLSRJoShPBfm3X
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5 changed files with 36 additions and 29 deletions
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@ -23,12 +23,7 @@ const COIN_X: u8 = 180
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const COIN_Y: u8 = 100
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const COIN_Y: u8 = 100
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// Global variables
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// Global variables
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var player_x: u8 = 40
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var player_y: u8 = 200
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var player_vy: u8 = 0
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var on_ground: u8 = 1
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var score: u8 = 0
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var score: u8 = 0
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var coins_left: u8 = 3
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// Helper function: clamp a value to screen bounds
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// Helper function: clamp a value to screen bounds
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fun clamp_x(val: u8) -> u8 {
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fun clamp_x(val: u8) -> u8 {
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@ -53,11 +48,20 @@ state Title {
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// Main gameplay state
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// Main gameplay state
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state Playing {
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state Playing {
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// Physics and position live with the state: they're only
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// meaningful while Playing is active, and the analyzer
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// overlays them with the locals of the Title and GameOver
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// states so the idle scenes don't reserve bytes they never
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// touch. Initializers re-run on every entry, so dying and
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// retrying starts the player back on the ground.
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var player_x: u8 = 40
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var player_y: u8 = 200
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var player_vy: u8 = 0
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var on_ground: u8 = 1
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var coins_left: u8 = 3
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on enter {
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on enter {
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player_x = 40
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player_y = 200
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score = 0
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score = 0
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coins_left = 3
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}
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}
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on frame {
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on frame {
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@ -367,21 +367,17 @@ const AUTOPILOT_JUMPS: u8 = 2
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// ── Game state ──────────────────────────────────────────────
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// ── Game state ──────────────────────────────────────────────
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// Player physics
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// `frame_tick` is shared: Title reads it to auto-advance, Playing
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var player_y: u8 = 160
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// reads it for animation phasing. `stomp_count` bridges
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var on_ground: u8 = 1
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// Playing → GameOver so the death screen can tally coins. The
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var rise_count: u8 = 0 // frames of upward motion remaining
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// rest — player physics, camera, liveness, autopilot budget —
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var fall_vy: u8 = 0 // gravity accumulator
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// are only meaningful while Playing is running, so they live on
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// Playing's state block and overlay with the Title / GameOver
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// locals (`blink`, `linger`) at the same bytes.
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// World/camera
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// Cross-state scratch
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var camera_x: u8 = 0
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var frame_tick: u8 = 0 // free-running frame counter
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var frame_tick: u8 = 0 // free-running frame counter
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var anim_tick: u8 = 0 // visual animation phase
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// Gameplay
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var alive: u8 = 1 // 0 = dying/dead, 1 = playable
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var stomp_count: u8 = 0 // successful enemy stomps this life
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var stomp_count: u8 = 0 // successful enemy stomps this life
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var auto_jumps: u8 = 0 // proximity pre-jumps used this life
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// ── Helper functions ────────────────────────────────────────
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// ── Helper functions ────────────────────────────────────────
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@ -520,17 +516,24 @@ state Title {
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}
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}
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state Playing {
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state Playing {
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// Physics, camera, liveness, and autopilot budget — all of
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// this is Playing-only. Declaring them inside the state block
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// lets the analyzer overlay them with Title.blink and
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// GameOver.linger; each variable's initializer re-runs on
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// entry, so the retry loop starts each life on the ground
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// with a fresh autopilot budget without any manual reset.
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var player_y: u8 = GROUND_Y
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var on_ground: u8 = 1
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var rise_count: u8 = 0
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var fall_vy: u8 = 0
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var camera_x: u8 = 0
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var anim_tick: u8 = 0
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var alive: u8 = 1
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var auto_jumps: u8 = 0
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on enter {
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on enter {
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player_y = GROUND_Y
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on_ground = 1
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rise_count = 0
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fall_vy = 0
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camera_x = 0
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frame_tick = 0
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frame_tick = 0
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anim_tick = 0
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alive = 1
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stomp_count = 0
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stomp_count = 0
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auto_jumps = 0
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start_music Theme
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start_music Theme
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}
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}
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@ -1 +1 @@
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8f18a5d1 132084
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2b03b3ec 132084
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