mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 17:06:04 +00:00
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
311 lines
10 KiB
Text
311 lines
10 KiB
Text
// war/play_state.ne — the Playing state and its inner phase machine.
|
|
//
|
|
// `phase` cycles through the P_* constants defined in
|
|
// war/constants.ne. `phase_timer` counts frames inside the
|
|
// current phase and is reset to 0 whenever the phase changes.
|
|
//
|
|
// All function-local var names are prefixed with the function's
|
|
// short name (or with `pf_` for "play frame") so the global
|
|
// symbol table stays collision-free.
|
|
|
|
// Set the current phase and zero the timer in one shot. Inlined
|
|
// so each call site is just two stores.
|
|
inline fun set_phase(p: u8) {
|
|
phase = p
|
|
phase_timer = 0
|
|
}
|
|
|
|
// Draw the steady-state table furniture: the two deck card backs
|
|
// (if non-empty) and the running card counts. Used as the base
|
|
// layer every frame; phase-specific sprites are layered on top.
|
|
fun draw_table() {
|
|
if deck_a_count > 0 {
|
|
draw_card_back(DECK_A_X, DECK_Y)
|
|
}
|
|
if deck_b_count > 0 {
|
|
draw_card_back(DECK_B_X, DECK_Y)
|
|
}
|
|
draw_count(COUNT_A_X, COUNT_Y, deck_a_count)
|
|
draw_count(COUNT_B_X, COUNT_Y, deck_b_count)
|
|
}
|
|
|
|
// Bury helper for a war: move one card from the deck into the
|
|
// pot (face-down). Must be called with a non-empty deck. Two
|
|
// near-identical helpers (one per side) keep the locals
|
|
// uniquely-named.
|
|
fun bury_from_a() {
|
|
var bfa_c: u8 = draw_front_a()
|
|
push_back_pot(bfa_c)
|
|
}
|
|
fun bury_from_b() {
|
|
var bfb_c: u8 = draw_front_b()
|
|
push_back_pot(bfb_c)
|
|
}
|
|
|
|
// Draw the BIG WAR banner — three 16x16 metasprites at the
|
|
// centre of the screen. 12 sprites total, drawn in the centre
|
|
// row so they don't conflict with the deck stacks (rows 64-87)
|
|
// or the face-up cards (rows 128-151).
|
|
//
|
|
// All offsets stepped through locals to dodge the `x + N`
|
|
// parameter aliasing bug; see draw_word_player.
|
|
fun draw_big_war_banner(x: u8, y: u8) {
|
|
var bwb_y1: u8 = y + 8
|
|
var bwb_x1: u8 = x + 8
|
|
var bwb_x2: u8 = x + 20
|
|
var bwb_x3: u8 = x + 28
|
|
var bwb_x4: u8 = x + 40
|
|
var bwb_x5: u8 = x + 48
|
|
// BIG W
|
|
draw Tileset at: (x, y) frame: TILE_BIG_W_TL
|
|
draw Tileset at: (bwb_x1, y) frame: TILE_BIG_W_TR
|
|
draw Tileset at: (x, bwb_y1) frame: TILE_BIG_W_BL
|
|
draw Tileset at: (bwb_x1, bwb_y1) frame: TILE_BIG_W_BR
|
|
// BIG A
|
|
draw Tileset at: (bwb_x2, y) frame: TILE_BIG_A_TL
|
|
draw Tileset at: (bwb_x3, y) frame: TILE_BIG_A_TR
|
|
draw Tileset at: (bwb_x2, bwb_y1) frame: TILE_BIG_A_BL
|
|
draw Tileset at: (bwb_x3, bwb_y1) frame: TILE_BIG_A_BR
|
|
// BIG R
|
|
draw Tileset at: (bwb_x4, y) frame: TILE_BIG_R_TL
|
|
draw Tileset at: (bwb_x5, y) frame: TILE_BIG_R_TR
|
|
draw Tileset at: (bwb_x4, bwb_y1) frame: TILE_BIG_R_BL
|
|
draw Tileset at: (bwb_x5, bwb_y1) frame: TILE_BIG_R_BR
|
|
}
|
|
|
|
// Begin the A-side draw animation: pull the top card off deck_a,
|
|
// stash it as the face-up `card_a`, arm the fly state for the
|
|
// deck → play slide, and play the click sfx.
|
|
//
|
|
// fly_card / fly_face_up are stuffed directly into globals
|
|
// instead of being passed to arm_fly, because arm_fly only takes
|
|
// 4 params (the v0.1 ABI limit) and silently drops anything past
|
|
// the fourth.
|
|
fun begin_draw_a() {
|
|
if deck_a_count > 0 {
|
|
card_a = draw_front_a()
|
|
fly_card = card_a
|
|
fly_face_up = 1
|
|
// dx_sign 0 = move right (DECK_A_X = 32 → PLAY_A_X = 96).
|
|
// dy_sign 0 = move down (DECK_Y = 64 → PLAY_Y = 128).
|
|
arm_fly(DECK_A_X, DECK_Y, 0, 0)
|
|
play FlipCard
|
|
set_phase(P_FLY_A)
|
|
}
|
|
}
|
|
|
|
// Begin the B-side draw. dx_sign 1 = move left
|
|
// (DECK_B_X = 208 → PLAY_B_X = 144). dy_sign 0 = move down.
|
|
fun begin_draw_b() {
|
|
if deck_b_count > 0 {
|
|
card_b = draw_front_b()
|
|
fly_card = card_b
|
|
fly_face_up = 1
|
|
arm_fly(DECK_B_X, DECK_Y, 1, 0)
|
|
play FlipCard
|
|
set_phase(P_FLY_B)
|
|
}
|
|
}
|
|
|
|
state Playing {
|
|
on enter {
|
|
set_phase(P_WAIT_A)
|
|
card_a = 0
|
|
card_b = 0
|
|
pot_count = 0
|
|
}
|
|
|
|
on frame {
|
|
global_tick += 1
|
|
phase_timer += 1
|
|
draw_table()
|
|
|
|
// ── Phase dispatch ───────────────────────────────
|
|
// The phases share a simple "timer hits target, advance"
|
|
// shape. Each arm of the if-chain is self-contained and
|
|
// ends either with a set_phase call or a fall-through
|
|
// that waits for more input / time.
|
|
|
|
if phase == P_WAIT_A {
|
|
// Human prompt: hint blink above the deck.
|
|
if a_is_cpu == 0 {
|
|
if (phase_timer & 32) == 0 {
|
|
draw_word_press(8, 200)
|
|
}
|
|
if button.a or button.start {
|
|
begin_draw_a()
|
|
}
|
|
} else {
|
|
// CPU draws after a short delay.
|
|
if phase_timer >= CPU_THINK_FRAMES {
|
|
begin_draw_a()
|
|
}
|
|
}
|
|
}
|
|
|
|
if phase == P_FLY_A {
|
|
step_fly_pos()
|
|
draw_flying_card(fly_x, fly_y)
|
|
if phase_timer >= FRAMES_FLY {
|
|
set_phase(P_WAIT_B)
|
|
}
|
|
}
|
|
|
|
if phase == P_WAIT_B {
|
|
// A's card is now parked in its play slot.
|
|
draw_card_face(PLAY_A_X, PLAY_Y, card_a)
|
|
if b_is_cpu == 0 {
|
|
if (phase_timer & 32) == 0 {
|
|
draw_word_press(208, 200)
|
|
}
|
|
if p2.button.a or p2.button.start or button.a or button.start {
|
|
begin_draw_b()
|
|
}
|
|
} else {
|
|
if phase_timer >= CPU_THINK_FRAMES {
|
|
begin_draw_b()
|
|
}
|
|
}
|
|
}
|
|
|
|
if phase == P_FLY_B {
|
|
// A is in place; B is flying.
|
|
draw_card_face(PLAY_A_X, PLAY_Y, card_a)
|
|
step_fly_pos()
|
|
draw_flying_card(fly_x, fly_y)
|
|
if phase_timer >= FRAMES_FLY {
|
|
set_phase(P_REVEAL)
|
|
}
|
|
}
|
|
|
|
if phase == P_REVEAL {
|
|
draw_card_face(PLAY_A_X, PLAY_Y, card_a)
|
|
draw_card_face(PLAY_B_X, PLAY_Y, card_b)
|
|
if phase_timer >= FRAMES_REVEAL {
|
|
set_phase(P_RESOLVE)
|
|
}
|
|
}
|
|
|
|
if phase == P_RESOLVE {
|
|
// Both cards go into the pot regardless of outcome.
|
|
push_back_pot(card_a)
|
|
push_back_pot(card_b)
|
|
var pf_r: u8 = compare_cards(card_a, card_b)
|
|
if pf_r == 1 {
|
|
play CheerA
|
|
set_phase(P_WIN_A)
|
|
}
|
|
if pf_r == 2 {
|
|
play CheerB
|
|
set_phase(P_WIN_B)
|
|
}
|
|
if pf_r == 0 {
|
|
// It's a tie — but only enter the war flow if both
|
|
// sides actually have cards left to bury. If a
|
|
// player ran out of cards on this very tie, the
|
|
// OTHER player wins by default and takes the pot.
|
|
if deck_a_count == 0 {
|
|
pot_to_b()
|
|
winner = 1
|
|
transition Victory
|
|
}
|
|
if deck_b_count == 0 {
|
|
pot_to_a()
|
|
winner = 0
|
|
transition Victory
|
|
}
|
|
play WarFlash
|
|
set_phase(P_WAR_BANNER)
|
|
}
|
|
}
|
|
|
|
if phase == P_WIN_A {
|
|
draw_card_face(PLAY_A_X, PLAY_Y, card_a)
|
|
draw_card_face(PLAY_B_X, PLAY_Y, card_b)
|
|
if phase_timer >= FRAMES_FLY {
|
|
pot_to_a()
|
|
set_phase(P_CHECK)
|
|
}
|
|
}
|
|
|
|
if phase == P_WIN_B {
|
|
draw_card_face(PLAY_A_X, PLAY_Y, card_a)
|
|
draw_card_face(PLAY_B_X, PLAY_Y, card_b)
|
|
if phase_timer >= FRAMES_FLY {
|
|
pot_to_b()
|
|
set_phase(P_CHECK)
|
|
}
|
|
}
|
|
|
|
if phase == P_WAR_BANNER {
|
|
draw_card_face(PLAY_A_X, PLAY_Y, card_a)
|
|
draw_card_face(PLAY_B_X, PLAY_Y, card_b)
|
|
// Flashing big "WAR" banner — only drawn on alternate
|
|
// 8-frame windows so the title strobes for emphasis.
|
|
if (phase_timer & 8) != 0 {
|
|
draw_big_war_banner(96, 80)
|
|
}
|
|
if phase_timer >= FRAMES_BANNER {
|
|
set_phase(P_WAR_BURY)
|
|
}
|
|
}
|
|
|
|
if phase == P_WAR_BURY {
|
|
// Bury up to 3 face-down cards from each deck, then
|
|
// draw a new face-up pair. We don't animate each
|
|
// individual buried card; just play a noise thump
|
|
// per buried card and advance the counters.
|
|
if phase_timer == 1 {
|
|
if deck_a_count > 0 { bury_from_a() }
|
|
if deck_b_count > 0 { bury_from_b() }
|
|
play ThudDown
|
|
}
|
|
if phase_timer == 4 {
|
|
if deck_a_count > 0 { bury_from_a() }
|
|
if deck_b_count > 0 { bury_from_b() }
|
|
play ThudDown
|
|
}
|
|
if phase_timer == 7 {
|
|
if deck_a_count > 0 { bury_from_a() }
|
|
if deck_b_count > 0 { bury_from_b() }
|
|
play ThudDown
|
|
}
|
|
if phase_timer == 10 {
|
|
// Draw new face-ups for the comparison. If either
|
|
// side has run out of cards, the OTHER side wins
|
|
// and takes the entire pot — we transition straight
|
|
// to Victory.
|
|
if deck_a_count == 0 {
|
|
pot_to_b()
|
|
winner = 1
|
|
transition Victory
|
|
}
|
|
if deck_b_count == 0 {
|
|
pot_to_a()
|
|
winner = 0
|
|
transition Victory
|
|
}
|
|
card_a = draw_front_a()
|
|
card_b = draw_front_b()
|
|
}
|
|
if phase_timer >= FRAMES_BURY + 16 {
|
|
set_phase(P_REVEAL)
|
|
}
|
|
}
|
|
|
|
if phase == P_CHECK {
|
|
if deck_a_count == 0 {
|
|
winner = 1
|
|
transition Victory
|
|
}
|
|
if deck_b_count == 0 {
|
|
winner = 0
|
|
transition Victory
|
|
}
|
|
// No winner yet — start the next round.
|
|
card_a = 0
|
|
card_b = 0
|
|
set_phase(P_WAIT_A)
|
|
}
|
|
}
|
|
}
|