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examples/war: working end-to-end War card game
A complete, playable port of the card game War: title screen with 0/1/2 player menu, animated deal, sliding cards, deck-count HUD, a "WAR!" tie-break with buried cards, and a victory screen with a fanfare. Source split across examples/war/*.ne (constants, assets, audio, deck/queue logic, RNG, render helpers, and one state file per game state) and pulled in via examples/war.ne. Drives nearly every NEScript subsystem at once: custom 88-tile sprite sheet (card frames, ranks, suits, font, BIG WAR letters); felt background nametable; pulse-1 / pulse-2 / noise sfx; looping march on pulse 2; an 8-bit Galois LFSR PRNG; queue-based decks that conserve cards across rounds; a phase machine inside the Playing state that handles draw/reveal/win/war/check; and an autopilot that boots straight into 0-PLAYERS mode so the headless jsnes harness captures real gameplay at frame 180. While building this I uncovered five compiler bugs / limitations in the v0.1 implementation; each is documented with a minimal reproduction, root cause, current workaround, and proposed fix in examples/war/COMPILER_BUGS.md. The most painful was the parameter-VarId aliasing one (#1b) — two functions sharing a parameter NAME end up sharing a single zero-page slot mapping across the whole program. Once those compiler bugs are fixed, the workarounds in war/*.ne should be reverted in the same PR. https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
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examples/war/play_state.ne
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examples/war/play_state.ne
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// war/play_state.ne — the Playing state and its inner phase machine.
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//
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// `phase` cycles through the P_* constants defined in
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// war/constants.ne. `phase_timer` counts frames inside the
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// current phase and is reset to 0 whenever the phase changes.
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//
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// All function-local var names are prefixed with the function's
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// short name (or with `pf_` for "play frame") so the global
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// symbol table stays collision-free.
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// Set the current phase and zero the timer in one shot. Inlined
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// so each call site is just two stores.
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inline fun set_phase(p: u8) {
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phase = p
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phase_timer = 0
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}
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// Draw the steady-state table furniture: the two deck card backs
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// (if non-empty) and the running card counts. Used as the base
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// layer every frame; phase-specific sprites are layered on top.
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fun draw_table() {
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if deck_a_count > 0 {
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draw_card_back(DECK_A_X, DECK_Y)
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}
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if deck_b_count > 0 {
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draw_card_back(DECK_B_X, DECK_Y)
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}
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draw_count(COUNT_A_X, COUNT_Y, deck_a_count)
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draw_count(COUNT_B_X, COUNT_Y, deck_b_count)
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}
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// Bury helper for a war: move one card from the deck into the
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// pot (face-down). Must be called with a non-empty deck. Two
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// near-identical helpers (one per side) keep the locals
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// uniquely-named.
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fun bury_from_a() {
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var bfa_c: u8 = draw_front_a()
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push_back_pot(bfa_c)
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}
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fun bury_from_b() {
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var bfb_c: u8 = draw_front_b()
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push_back_pot(bfb_c)
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}
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// Draw the BIG WAR banner — three 16x16 metasprites at the
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// centre of the screen. 12 sprites total, drawn in the centre
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// row so they don't conflict with the deck stacks (rows 64-87)
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// or the face-up cards (rows 128-151).
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//
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// All offsets stepped through locals to dodge the `x + N`
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// parameter aliasing bug; see draw_word_player.
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fun draw_big_war_banner(x: u8, y: u8) {
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var bwb_y1: u8 = y + 8
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var bwb_x1: u8 = x + 8
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var bwb_x2: u8 = x + 20
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var bwb_x3: u8 = x + 28
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var bwb_x4: u8 = x + 40
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var bwb_x5: u8 = x + 48
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// BIG W
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draw Tileset at: (x, y) frame: TILE_BIG_W_TL
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draw Tileset at: (bwb_x1, y) frame: TILE_BIG_W_TR
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draw Tileset at: (x, bwb_y1) frame: TILE_BIG_W_BL
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draw Tileset at: (bwb_x1, bwb_y1) frame: TILE_BIG_W_BR
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// BIG A
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draw Tileset at: (bwb_x2, y) frame: TILE_BIG_A_TL
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draw Tileset at: (bwb_x3, y) frame: TILE_BIG_A_TR
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draw Tileset at: (bwb_x2, bwb_y1) frame: TILE_BIG_A_BL
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draw Tileset at: (bwb_x3, bwb_y1) frame: TILE_BIG_A_BR
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// BIG R
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draw Tileset at: (bwb_x4, y) frame: TILE_BIG_R_TL
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draw Tileset at: (bwb_x5, y) frame: TILE_BIG_R_TR
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draw Tileset at: (bwb_x4, bwb_y1) frame: TILE_BIG_R_BL
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draw Tileset at: (bwb_x5, bwb_y1) frame: TILE_BIG_R_BR
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}
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// Begin the A-side draw animation: pull the top card off deck_a,
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// stash it as the face-up `card_a`, arm the fly state for the
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// deck → play slide, and play the click sfx.
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//
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// fly_card / fly_face_up are stuffed directly into globals
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// instead of being passed to arm_fly, because arm_fly only takes
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// 4 params (the v0.1 ABI limit) and silently drops anything past
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// the fourth.
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fun begin_draw_a() {
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if deck_a_count > 0 {
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card_a = draw_front_a()
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fly_card = card_a
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fly_face_up = 1
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// dx_sign 0 = move right (DECK_A_X = 32 → PLAY_A_X = 96).
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// dy_sign 0 = move down (DECK_Y = 64 → PLAY_Y = 128).
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arm_fly(DECK_A_X, DECK_Y, 0, 0)
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play FlipCard
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set_phase(P_FLY_A)
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}
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}
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// Begin the B-side draw. dx_sign 1 = move left
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// (DECK_B_X = 208 → PLAY_B_X = 144). dy_sign 0 = move down.
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fun begin_draw_b() {
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if deck_b_count > 0 {
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card_b = draw_front_b()
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fly_card = card_b
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fly_face_up = 1
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arm_fly(DECK_B_X, DECK_Y, 1, 0)
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play FlipCard
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set_phase(P_FLY_B)
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}
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}
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state Playing {
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on enter {
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set_phase(P_WAIT_A)
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card_a = 0
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card_b = 0
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pot_count = 0
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}
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on frame {
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global_tick += 1
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phase_timer += 1
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draw_table()
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// ── Phase dispatch ───────────────────────────────
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// The phases share a simple "timer hits target, advance"
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// shape. Each arm of the if-chain is self-contained and
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// ends either with a set_phase call or a fall-through
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// that waits for more input / time.
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if phase == P_WAIT_A {
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// Human prompt: hint blink above the deck.
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if a_is_cpu == 0 {
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if (phase_timer & 32) == 0 {
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draw_word_press(8, 200)
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}
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if button.a or button.start {
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begin_draw_a()
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}
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} else {
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// CPU draws after a short delay.
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if phase_timer >= CPU_THINK_FRAMES {
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begin_draw_a()
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}
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}
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}
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if phase == P_FLY_A {
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step_fly_pos()
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draw_flying_card(fly_x, fly_y)
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if phase_timer >= FRAMES_FLY {
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set_phase(P_WAIT_B)
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}
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}
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if phase == P_WAIT_B {
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// A's card is now parked in its play slot.
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draw_card_face(PLAY_A_X, PLAY_Y, card_a)
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if b_is_cpu == 0 {
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if (phase_timer & 32) == 0 {
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draw_word_press(208, 200)
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}
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if p2.button.a or p2.button.start or button.a or button.start {
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begin_draw_b()
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}
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} else {
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if phase_timer >= CPU_THINK_FRAMES {
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begin_draw_b()
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}
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}
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}
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if phase == P_FLY_B {
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// A is in place; B is flying.
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draw_card_face(PLAY_A_X, PLAY_Y, card_a)
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step_fly_pos()
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draw_flying_card(fly_x, fly_y)
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if phase_timer >= FRAMES_FLY {
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set_phase(P_REVEAL)
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}
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}
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if phase == P_REVEAL {
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draw_card_face(PLAY_A_X, PLAY_Y, card_a)
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draw_card_face(PLAY_B_X, PLAY_Y, card_b)
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if phase_timer >= FRAMES_REVEAL {
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set_phase(P_RESOLVE)
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}
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}
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if phase == P_RESOLVE {
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// Both cards go into the pot regardless of outcome.
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push_back_pot(card_a)
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push_back_pot(card_b)
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var pf_r: u8 = compare_cards(card_a, card_b)
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if pf_r == 1 {
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play CheerA
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set_phase(P_WIN_A)
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}
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if pf_r == 2 {
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play CheerB
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set_phase(P_WIN_B)
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}
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if pf_r == 0 {
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// It's a tie — but only enter the war flow if both
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// sides actually have cards left to bury. If a
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// player ran out of cards on this very tie, the
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// OTHER player wins by default and takes the pot.
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if deck_a_count == 0 {
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pot_to_b()
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winner = 1
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transition Victory
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}
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if deck_b_count == 0 {
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pot_to_a()
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winner = 0
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transition Victory
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}
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play WarFlash
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set_phase(P_WAR_BANNER)
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}
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}
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if phase == P_WIN_A {
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draw_card_face(PLAY_A_X, PLAY_Y, card_a)
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draw_card_face(PLAY_B_X, PLAY_Y, card_b)
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if phase_timer >= FRAMES_FLY {
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pot_to_a()
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set_phase(P_CHECK)
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}
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}
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if phase == P_WIN_B {
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draw_card_face(PLAY_A_X, PLAY_Y, card_a)
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draw_card_face(PLAY_B_X, PLAY_Y, card_b)
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if phase_timer >= FRAMES_FLY {
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pot_to_b()
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set_phase(P_CHECK)
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}
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}
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if phase == P_WAR_BANNER {
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draw_card_face(PLAY_A_X, PLAY_Y, card_a)
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draw_card_face(PLAY_B_X, PLAY_Y, card_b)
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// Flashing big "WAR" banner — only drawn on alternate
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// 8-frame windows so the title strobes for emphasis.
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if (phase_timer & 8) != 0 {
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draw_big_war_banner(96, 80)
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}
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if phase_timer >= FRAMES_BANNER {
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set_phase(P_WAR_BURY)
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}
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}
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if phase == P_WAR_BURY {
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// Bury up to 3 face-down cards from each deck, then
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// draw a new face-up pair. We don't animate each
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// individual buried card; just play a noise thump
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// per buried card and advance the counters.
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if phase_timer == 1 {
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if deck_a_count > 0 { bury_from_a() }
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if deck_b_count > 0 { bury_from_b() }
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play ThudDown
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}
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if phase_timer == 4 {
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if deck_a_count > 0 { bury_from_a() }
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if deck_b_count > 0 { bury_from_b() }
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play ThudDown
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}
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if phase_timer == 7 {
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if deck_a_count > 0 { bury_from_a() }
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if deck_b_count > 0 { bury_from_b() }
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play ThudDown
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}
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if phase_timer == 10 {
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// Draw new face-ups for the comparison. If either
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// side has run out of cards, the OTHER side wins
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// and takes the entire pot — we transition straight
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// to Victory.
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if deck_a_count == 0 {
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pot_to_b()
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winner = 1
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transition Victory
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}
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if deck_b_count == 0 {
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pot_to_a()
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winner = 0
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transition Victory
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}
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card_a = draw_front_a()
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card_b = draw_front_b()
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}
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if phase_timer >= FRAMES_BURY + 16 {
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set_phase(P_REVEAL)
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}
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}
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if phase == P_CHECK {
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if deck_a_count == 0 {
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winner = 1
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transition Victory
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}
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if deck_b_count == 0 {
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winner = 0
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transition Victory
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}
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// No winner yet — start the next round.
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card_a = 0
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card_b = 0
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set_phase(P_WAIT_A)
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}
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}
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}
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