mirror of
https://github.com/imjasonh/nescript
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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
713 lines
25 KiB
Text
713 lines
25 KiB
Text
// Platformer — an end-to-end side-scrolling demo game that
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// exercises nearly every subsystem of the NEScript compiler in
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// one program: custom CHR tiles, a full 32×30 background nametable
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// with per-region attribute palettes, a multi-tile metasprite
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// player with gravity/jump physics, wrap-around horizontal
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// scrolling, moving enemies with stomp-or-die contact logic, a
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// coin HUD that tracks live score, collectible coins, user-declared
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// SFX envelopes, a user-declared music track, and a
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// title → playing → game-over state machine driven by both
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// controller input and an autopilot so the jsnes golden harness
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// (which runs headless with no simulated buttons) still captures
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// the full gameplay loop inside the first ~6 seconds of demo.
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//
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// Controls (when played by a human):
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// D-pad left/right — walk
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// A — jump
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// Start — on title screen: begin; after game over: retry
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//
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// Build: cargo run --release -- build examples/platformer.ne
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// Output: examples/platformer.nes
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//
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// All CHR tile art, nametable bytes, and attribute bytes in this
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// file are generated by `cargo run --bin gen_platformer_tiles`.
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// Regenerate them from `scripts/gen_platformer_tiles.rs` if you
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// want to tweak the level.
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game "Platformer" {
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mapper: NROM
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// Horizontal arrangement means nametable 1 mirrors nametable 0
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// horizontally, so our single loaded nametable tiles endlessly
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// as the camera scrolls right.
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mirroring: horizontal
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}
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// ── Palette ──────────────────────────────────────────────────
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// Authored in grouped form: one shared `universal:` colour fills
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// every sub-palette's index-0 slot automatically. That single
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// declaration is enough to dodge the notorious `$3F10/$3F14/$3F18/
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// $3F1C` PPU mirror trap — when a program writes 8 distinct
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// "index 0" bytes sequentially, the last write clobbers the
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// shared background colour and the screen turns the wrong colour
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// (or all-black). Using one shared universal everywhere is what
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// every shipped NES game does; the parser handles it for us.
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//
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// `0x22` is the lavender-blue NES master palette slot Super Mario
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// Bros uses for its iconic sky. The colour names map to the
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// curated set documented in `docs/language-guide.md`.
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palette Main {
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universal: 0x22 // sky blue (NES $22)
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// Background sub-palettes
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bg0: [white, gray, black] // sky / clouds
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bg1: [red, orange, dk_red] // bricks, Q-blocks
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bg2: [bright_green, dk_orange, brown] // grass, hills, bushes, dirt
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bg3: [yellow, orange, dk_orange] // reserved
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// Sprite sub-palette 0 — every `draw` uses this one slot
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// because the OAM attribute byte is always 0 in v0.1.
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// 1 = red cap, 2 = orange skin, 3 = white highlight.
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sp0: [red, orange, white]
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sp1: [brown, dk_orange, orange] // reserved
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sp2: [neon_green, bright_green, white] // reserved
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sp3: [yellow, olive, cream] // reserved
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}
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// ── Tileset ──────────────────────────────────────────────────
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// One big sprite declaration holds every custom CHR tile used by
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// both sprites and the background nametable. `draw Tileset ...
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// frame: N` overrides the OAM tile-index byte with `N`, so the
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// same declaration drives the player, enemies, coins, and every
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// background tile after tile 0. Tile 0 is reserved by the linker
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// for the built-in smiley — the background leaves it unreferenced.
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//
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// All 15 tiles are authored as 8×8 ASCII pixel art and stacked
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// vertically (1 tile wide × 15 tiles tall) so the parser splits
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// them into consecutive CHR tile indices in reading order. The
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// art uses the `.abc` vocabulary (`. = 0`, `a = 1`, `b = 2`,
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// `c = 3`); regenerate with `cargo run --bin gen_platformer_tiles`.
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sprite Tileset {
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pixels: [
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// tile 1: Player head L
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"..aaaaaa",
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".aaaaaaa",
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".aaabbbb",
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".aabbbbc",
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"aabbcccc",
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"aabbccbc",
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"aabbbbbb",
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"aabbbbbb",
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// tile 2: Player head R
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"aaaaaa..",
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"aaaaaaa.",
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"bbbbaaa.",
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"cbbbbbaa",
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"cccccbbb",
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"bcbbccbb",
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"bbbbbbbb",
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"bbbbbbbb",
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// tile 3: Player body L
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".aaaaaaa",
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"aaacaaaa",
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"aaaccaaa",
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"aaaaaaaa",
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".bbbbbbb",
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".bbbbbbb",
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".bb..bbb",
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"aaa..bbb",
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// tile 4: Player body R
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"aaaaaaa.",
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"aaaacaaa",
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"aaaccaaa",
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"aaaaaaaa",
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"bbbbbbb.",
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"bbbbbbb.",
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"bbb..bb.",
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"bbb..aaa",
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// tile 5: Enemy
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"..aaaa..",
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".aaaaaa.",
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".aacbaa.",
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"aacccaaa",
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"abbccbba",
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".aaaaaa.",
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"a.aaaa.a",
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"a..aa..a",
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// tile 6: Coin
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"...bb...",
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"..bbbb..",
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".bbccbb.",
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".bcbbcb.",
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".bcbbcb.",
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".bbccbb.",
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"..bbbb..",
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"...bb...",
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// tile 7: Grass top
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"aaaaaaaa",
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"a.aaa.aa",
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"aaaaaaaa",
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"accacaca",
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"ccccaccc",
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"cccccccc",
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"cbccccbc",
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"cccccccc",
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// tile 8: Dirt
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"cccccccc",
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"cbccccbc",
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"cccccccc",
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"ccccbccc",
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"cccccccc",
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"cbccccbc",
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"ccccbccc",
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"cccccccc",
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// tile 9: Brick
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"cccccccc",
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"caaaaaca",
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"caaaaaca",
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"caaaaaca",
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"cccccccc",
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"aaacaaaa",
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"aaacaaaa",
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"aaacaaaa",
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// tile 10: Cloud L
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"........",
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"...aaa..",
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"..aaaaa.",
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".aaaaaaa",
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".aaaaaaa",
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".bbaaaaa",
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"..bbbbba",
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".....bbb",
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// tile 11: Cloud R
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"........",
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".aaa....",
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"aaaaa...",
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"aaaaaaa.",
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"aaaaaaa.",
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"aaaaabb.",
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"abbbbb..",
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"bbb.....",
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// tile 12: Hill
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"........",
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"....aa..",
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"...aaaa.",
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"..aaaaaa",
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"..abaaaa",
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".abbabaa",
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".aaababa",
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"aabbabba",
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// tile 13: Bush
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"........",
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"...aa...",
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"..aaaa..",
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".aaaaac.",
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"aaaaaaca",
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"aaaaacca",
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"aaaaacca",
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"acacacac",
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// tile 14: Q Block
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"cccccccc",
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"caaaaaac",
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"cabbbbac",
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"cabccbac",
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"cabcbbac",
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"cabbbbac",
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"caaaaaac",
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"cccccccc",
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// tile 15: Sky (blank)
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"........",
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"........",
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"........",
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"........",
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"........",
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"........",
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"........",
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"........"
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]
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}
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// Tile index constants — must match `scripts/gen_platformer_tiles.rs`.
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const TILE_PLAYER_HL: u8 = 1
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const TILE_PLAYER_HR: u8 = 2
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const TILE_PLAYER_BL: u8 = 3
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const TILE_PLAYER_BR: u8 = 4
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const TILE_ENEMY: u8 = 5
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const TILE_COIN: u8 = 6
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// ── Background ──────────────────────────────────────────────
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// The 32×30 nametable is authored as ASCII art with a `legend`
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// block naming each tile by a single character. Horizontal
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// scrolling pans this single nametable via `scroll()` so it only
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// needs to look interesting at any X offset.
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//
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// `palette_map:` is the friendlier alternative to a 64-byte
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// hand-packed attribute table: 16×15 metatile entries, one
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// digit per 16×16 metatile, and the parser packs the 2-bit
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// `(br<<6)|(bl<<4)|(tr<<2)|tl` quadrants automatically. The
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// three palette regions are sky (`0`), brick row (`1`), and
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// ground (`2`).
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background Level {
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legend {
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".": 15 // sky (blank)
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"<": 10 // cloud left half
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">": 11 // cloud right half
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"#": 9 // brick
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"Q": 14 // question block
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"^": 12 // hill silhouette
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"*": 13 // bush
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"=": 7 // grass top
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"%": 8 // dirt
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}
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map: [
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"................................",
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"................................",
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"................................",
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"................................",
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"................................",
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"....<>..............<>..........",
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"............<>..................",
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"................................",
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"................................",
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"................................",
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"................................",
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"................................",
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"................................",
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"................................",
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"................................",
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"......##Q#........###...........",
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"................................",
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"................................",
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"................................",
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"................................",
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"..^^^.................^^^^......",
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"..........***..............**...",
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"================================",
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"%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#%",
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"%%%%%#%%%%%%%%%%%%#%%%%%%%%%%%%%",
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"%%%%%%%%%%%#%%%%%%%%%%%%#%%%%%%%",
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"%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%",
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"%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%",
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"%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%",
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"%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%"
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]
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palette_map: [
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"0000000000000000", // metatile rows 0-5 → sky sub-palette
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"0000000000000000",
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"0000000000000000",
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"0000000000000000",
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"0000000000000000",
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"0000000000000000",
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"1111111111111111", // metatile rows 6-7 → brick sub-palette
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"1111111111111111",
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"0000000000000000", // metatile rows 8-9 → sky again
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"0000000000000000",
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"2222222222222222", // metatile rows 10-15 → ground sub-palette
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"2222222222222222", // (rows 15 sits off-screen but the PPU
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"2222222222222222", // still reads its attribute byte, so
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"2222222222222222", // we emit it explicitly to match the
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"2222222222222222", // hand-packed attribute table the
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"2222222222222222" // old form was using.)
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]
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}
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// ── Audio ────────────────────────────────────────────────────
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//
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// SFX: scalar `pitch:` matches the v1 driver's latch-once
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// behaviour — pulse 1's period is sampled exactly once when the
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// effect triggers and never updated, so a single byte is the
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// natural form for the current pipeline. `envelope:` is the
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// friendlier alias for `volume:`.
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// Custom boingy jump sound — fixed-pitch arc on pulse 1.
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sfx Boing {
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duty: 2
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pitch: 0x30
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envelope: [12, 11, 10, 9, 7, 5, 2]
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}
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// Custom coin ding — short rising blip.
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sfx Ding {
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duty: 2
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pitch: 0x20
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envelope: [14, 12, 8, 3]
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}
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// Custom looping underworld theme — playful four-bar loop on
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// pulse 2 that plays while the player is alive. Note names
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// (C4 / E4 / etc.) plus a default `tempo:` so each note only
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// has to spell its frame count when it deviates from the beat.
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music Theme {
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duty: 2
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volume: 9
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repeat: true
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tempo: 10
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notes: [
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C4, E4, G4, C5, G4, E4,
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D4 15,
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rest 5,
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B3, E4, G4,
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C5 20,
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rest 10
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]
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}
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// ── Gameplay constants ──────────────────────────────────────
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const PLAYER_SCREEN_X: u8 = 80 // fixed camera-relative X
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const GROUND_Y: u8 = 160 // feet land here (y of head)
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const JUMP_RISE: u8 = 12 // upward frames after take-off
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const JUMP_PX: u8 = 3 // px moved each rise frame
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const GRAVITY_CAP: u8 = 4 // terminal fall speed
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const ENEMY_Y: u8 = 168 // enemies walk on the grass
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const COIN_Y: u8 = 144 // coins float a bit above
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// World-space X positions of the moving entities. Wrap-around
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// arithmetic (u8) makes the level feel like an endless loop.
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const ENEMY1_WORLD_X: u8 = 100
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const ENEMY2_WORLD_X: u8 = 200
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const COIN1_WORLD_X: u8 = 50
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const COIN2_WORLD_X: u8 = 150
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// How many auto-jumps the autopilot will pre-queue per life. Two
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// is exactly enough to stomp enemy 1 and enemy 2 once each; after
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// that the autopilot stops assisting so the headless harness gets
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// to see the player walk into the next enemy, die, and retry.
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const AUTOPILOT_JUMPS: u8 = 2
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// ── Game state ──────────────────────────────────────────────
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// `frame_tick` is shared: Title reads it to auto-advance, Playing
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// reads it for animation phasing. `stomp_count` bridges
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// Playing → GameOver so the death screen can tally coins. The
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// rest — player physics, camera, liveness, autopilot budget —
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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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// Cross-state scratch
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var frame_tick: u8 = 0 // free-running frame counter
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var stomp_count: u8 = 0 // successful enemy stomps this life
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// ── Helper functions ────────────────────────────────────────
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// Try to start a jump. Only valid when the player is on the
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// ground (on_ground == 1); otherwise this is a no-op.
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fun try_jump() {
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if on_ground == 1 {
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rise_count = JUMP_RISE
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on_ground = 0
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fall_vy = 0
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play Boing
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}
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}
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// Advance player physics one frame. Handles the jump-rise phase
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// (upward movement while rise_count > 0) and the gravity fall
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// phase (increment fall_vy each frame up to GRAVITY_CAP, clamp to
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// GROUND_Y on landing).
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fun step_physics() {
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if rise_count > 0 {
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// Clamp underflow so a too-high jump doesn't wrap into the
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// bottom of the screen on an 8-bit subtraction.
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if player_y >= JUMP_PX {
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player_y -= JUMP_PX
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} else {
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player_y = 0
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}
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rise_count -= 1
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} else {
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player_y += fall_vy
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if fall_vy < GRAVITY_CAP {
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fall_vy += 1
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}
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if player_y >= GROUND_Y {
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player_y = GROUND_Y
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on_ground = 1
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fall_vy = 0
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}
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}
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}
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// Draw the 2×2 hero metasprite at (PLAYER_SCREEN_X, player_y).
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// Each `draw` statement writes a fresh OAM slot via the runtime
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// cursor, so four calls produce four sprites occupying a 16×16
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// block.
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fun draw_player() {
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draw Tileset at: (PLAYER_SCREEN_X, player_y ) frame: TILE_PLAYER_HL
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draw Tileset at: (PLAYER_SCREEN_X + 8, player_y ) frame: TILE_PLAYER_HR
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draw Tileset at: (PLAYER_SCREEN_X, player_y + 8) frame: TILE_PLAYER_BL
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draw Tileset at: (PLAYER_SCREEN_X + 8, player_y + 8) frame: TILE_PLAYER_BR
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}
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// Resolve contact with an enemy whose screen X is `e_sx`. Mutates
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// the player's physics / alive flag directly and returns 1 on a
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// successful stomp, 0 on no contact or a fatal hit. The caller
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// checks `alive` after invocation to decide whether to keep
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// running the frame.
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//
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// The player's 16×16 hitbox is at ([80, 96), [player_y, player_y+16)).
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// Each enemy's 8×8 hitbox is at ([e_sx, e_sx+8), [168, 176)). Those
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// overlap horizontally when e_sx ∈ (72, 96) and overlap vertically
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// when player_y ∈ (152, 176).
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//
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// Outcomes:
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// - No overlap → no-op
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// - Overlap while rising (rise_count > 0) → graceful
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// pass-through. rise_count > 0 only happens right after a
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// successful stomp bounce (try_jump() clears rise_count by
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// the end of the same frame) or on the stomp's own upward
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// leg, which we don't want to retrigger.
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// - Overlap while falling, feet near enemy head → STOMP: bounce
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// up, increment `stomp_count`, play Boing
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// - Any other overlap (walking, on ground) → DEATH: set
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// `alive = 0` and play the builtin `hit` sfx
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fun resolve_enemy_hit(e_sx: u8) -> u8 {
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if e_sx > 72 {
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if e_sx < 96 {
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if player_y > 152 {
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if player_y < 176 {
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// Real contact. Stomp if falling; otherwise, if
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// we're not in the post-bounce grace window,
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// die.
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if fall_vy > 0 {
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rise_count = 6
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fall_vy = 0
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stomp_count += 1
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play Boing
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return 1
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}
|
||
if rise_count == 0 {
|
||
alive = 0
|
||
play hit
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return 0
|
||
}
|
||
|
||
// ── States ──────────────────────────────────────────────────
|
||
|
||
state Title {
|
||
var blink: u8 = 0
|
||
|
||
on enter {
|
||
blink = 0
|
||
frame_tick = 0
|
||
start_music Theme
|
||
}
|
||
|
||
on frame {
|
||
frame_tick += 1
|
||
blink += 1
|
||
if blink >= 60 {
|
||
blink = 0
|
||
}
|
||
|
||
// Blink a "press start" marker at roughly 0.5 Hz. We use
|
||
// the coin tile for visual continuity with the game world.
|
||
if blink < 30 {
|
||
draw Tileset at: (120, 120) frame: TILE_COIN
|
||
}
|
||
|
||
// Auto-advance so the jsnes golden harness (which never
|
||
// presses start) still reaches Playing and captures gameplay
|
||
// at frame 180. A human player can also press Start to skip
|
||
// the wait early.
|
||
if frame_tick >= 20 {
|
||
transition Playing
|
||
}
|
||
if button.start {
|
||
transition Playing
|
||
}
|
||
}
|
||
}
|
||
|
||
state Playing {
|
||
// Physics, camera, liveness, and autopilot budget — all of
|
||
// this is Playing-only. Declaring them inside the state block
|
||
// lets the analyzer overlay them with Title.blink and
|
||
// GameOver.linger; each variable's initializer re-runs on
|
||
// entry, so the retry loop starts each life on the ground
|
||
// with a fresh autopilot budget without any manual reset.
|
||
var player_y: u8 = GROUND_Y
|
||
var on_ground: u8 = 1
|
||
var rise_count: u8 = 0
|
||
var fall_vy: u8 = 0
|
||
var camera_x: u8 = 0
|
||
var anim_tick: u8 = 0
|
||
var alive: u8 = 1
|
||
var auto_jumps: u8 = 0
|
||
|
||
on enter {
|
||
frame_tick = 0
|
||
stomp_count = 0
|
||
start_music Theme
|
||
}
|
||
|
||
on frame {
|
||
frame_tick += 1
|
||
anim_tick += 1
|
||
|
||
// ── Input ─────────────────────────────────────────────
|
||
// Human controls — these work even while the autopilot
|
||
// is running so you can stomp the demo at any time.
|
||
if button.a {
|
||
try_jump()
|
||
}
|
||
if button.right {
|
||
camera_x += 1 // walk forward by scrolling right
|
||
}
|
||
if button.left {
|
||
// Walk back (wraps the camera — the level is cyclic).
|
||
camera_x -= 1
|
||
}
|
||
|
||
// Always advance camera one px per frame (baseline scroll).
|
||
camera_x += 1
|
||
|
||
// ── Compute screen positions of world entities ──────
|
||
var e1_sx: u8 = ENEMY1_WORLD_X - camera_x
|
||
var e2_sx: u8 = ENEMY2_WORLD_X - camera_x
|
||
var c1_sx: u8 = COIN1_WORLD_X - camera_x
|
||
var c2_sx: u8 = COIN2_WORLD_X - camera_x
|
||
|
||
// ── Proximity autopilot ─────────────────────────────
|
||
// Pre-jump when an enemy is 19 px ahead. The fall phase of
|
||
// a JUMP_RISE=12, GRAVITY_CAP=4 jump lands the player's
|
||
// feet at enemy head height ~20 frames later, by which
|
||
// point the autopilot camera has scrolled the enemy under
|
||
// the player. Limited to AUTOPILOT_JUMPS hops per life so
|
||
// the third enemy encounter becomes a scripted death,
|
||
// giving the golden harness a visible game-over sequence.
|
||
if auto_jumps < AUTOPILOT_JUMPS {
|
||
if on_ground == 1 {
|
||
if e1_sx == 99 {
|
||
try_jump()
|
||
auto_jumps += 1
|
||
}
|
||
if e2_sx == 99 {
|
||
try_jump()
|
||
auto_jumps += 1
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Physics ──────────────────────────────────────────
|
||
step_physics()
|
||
|
||
// ── Coin pickups ─────────────────────────────────────
|
||
// Coin collect: player occupies [80..96). A coin is "hit"
|
||
// when its screen X is in [72..96) (8-px tolerance on each
|
||
// side of the player's left edge).
|
||
if c1_sx >= 72 and c1_sx < 96 {
|
||
if player_y <= COIN_Y + 16 {
|
||
play Ding
|
||
}
|
||
}
|
||
if c2_sx >= 72 and c2_sx < 96 {
|
||
if player_y <= COIN_Y + 16 {
|
||
play Ding
|
||
}
|
||
}
|
||
|
||
// ── Enemy collisions ────────────────────────────────
|
||
// Both enemies get the full stomp-or-die check; the helper
|
||
// mutates player state directly. If `alive` flips to 0
|
||
// we fall through the rest of the frame (drawing is
|
||
// guarded below) and transition to GameOver at the end.
|
||
resolve_enemy_hit(e1_sx)
|
||
resolve_enemy_hit(e2_sx)
|
||
|
||
// ── Drawing ──────────────────────────────────────────
|
||
// Enemies and coins are always drawn so the scene stays
|
||
// coherent even on the fatal-contact frame.
|
||
var ey: u8 = ENEMY_Y
|
||
if (anim_tick & 16) != 0 {
|
||
ey = ENEMY_Y - 2
|
||
}
|
||
draw Tileset at: (e1_sx, ey) frame: TILE_ENEMY
|
||
draw Tileset at: (e2_sx, ENEMY_Y) frame: TILE_ENEMY
|
||
|
||
var cy: u8 = COIN_Y
|
||
if (anim_tick & 8) != 0 {
|
||
cy = COIN_Y - 1
|
||
}
|
||
draw Tileset at: (c1_sx, cy) frame: TILE_COIN
|
||
draw Tileset at: (c2_sx, COIN_Y) frame: TILE_COIN
|
||
|
||
// Live HUD: draw one coin per stomp in the top-left. The
|
||
// background palette-1 region covers this strip so the
|
||
// sprite coins read correctly against the brick band.
|
||
if stomp_count >= 1 {
|
||
draw Tileset at: (16, 24) frame: TILE_COIN
|
||
}
|
||
if stomp_count >= 2 {
|
||
draw Tileset at: (28, 24) frame: TILE_COIN
|
||
}
|
||
if stomp_count >= 3 {
|
||
draw Tileset at: (40, 24) frame: TILE_COIN
|
||
}
|
||
if stomp_count >= 4 {
|
||
draw Tileset at: (52, 24) frame: TILE_COIN
|
||
}
|
||
|
||
// Player is only drawn while alive — on the dying frame
|
||
// we show the scene without the hero on top of the enemy
|
||
// that killed them, which reads as "player got got".
|
||
if alive == 1 {
|
||
draw_player()
|
||
}
|
||
|
||
// ── PPU scroll latch ─────────────────────────────────
|
||
// Write the scroll at the very end of the frame so it's
|
||
// the last $2005 pair before the implicit wait_frame /
|
||
// NMI handshake, minimizing mid-frame artifacts.
|
||
scroll(camera_x, 0)
|
||
|
||
// Fatal contact this frame → kick the state machine over
|
||
// to GameOver on the next frame.
|
||
if alive == 0 {
|
||
transition GameOver
|
||
}
|
||
}
|
||
}
|
||
|
||
state GameOver {
|
||
var linger: u8 = 0
|
||
|
||
on enter {
|
||
linger = 0
|
||
stop_music
|
||
}
|
||
|
||
on frame {
|
||
linger += 1
|
||
|
||
// "GAME OVER" marker: a row of enemy tiles across the
|
||
// middle of the screen, plus a live readout of how many
|
||
// stomps the player racked up before dying (drawn as
|
||
// coins right underneath). The death-screen backdrop is
|
||
// whatever Playing last scrolled to — we don't clear it.
|
||
draw Tileset at: (96, 112) frame: TILE_ENEMY
|
||
draw Tileset at: (112, 112) frame: TILE_ENEMY
|
||
draw Tileset at: (128, 112) frame: TILE_ENEMY
|
||
draw Tileset at: (144, 112) frame: TILE_ENEMY
|
||
|
||
if stomp_count >= 1 {
|
||
draw Tileset at: (96, 128) frame: TILE_COIN
|
||
}
|
||
if stomp_count >= 2 {
|
||
draw Tileset at: (112, 128) frame: TILE_COIN
|
||
}
|
||
if stomp_count >= 3 {
|
||
draw Tileset at: (128, 128) frame: TILE_COIN
|
||
}
|
||
if stomp_count >= 4 {
|
||
draw Tileset at: (144, 128) frame: TILE_COIN
|
||
}
|
||
|
||
// Auto-retry after ~1 s so the headless harness sees the
|
||
// full loop. A human can hit Start to retry immediately.
|
||
if linger >= 60 {
|
||
transition Playing
|
||
}
|
||
if button.start {
|
||
transition Playing
|
||
}
|
||
}
|
||
}
|
||
|
||
start Title
|