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nescript/examples/war/constants.ne
Claude e10d09db76
examples/war: redesign card art — opaque bodies, 16x16 pips, checkerboard back
The first-pass card tiles were riddled with palette-0 transparent
pixels that let the felt background bleed through every rank
glyph, small suit, and big pip. At arm's length the cards looked
like they had green specks eating them. This commit rewrites all
of the card art from scratch:

- **Opaque card bodies.** Every pixel inside a card tile is now
  either white (palette 2), red (1), or black (3). No `.` values
  anywhere on a face or back tile. The green felt only shows
  outside the card rectangle, where it should.

- **Readable rank glyphs.** The 13 rank tiles (A, 2-9, 10, J, Q, K)
  are now drawn as bold black strokes on a solid white body. The
  "holes" of the letters (e.g. the triangle inside an "A") are
  white, not transparent.

- **16x16 big pips.** The big centre pip is now a 4-tile (16x16)
  shape split into TL/TR/BL/BR quadrants per suit. Previously it
  was a 2-tile (16x8) half-height strip that looked cramped. The
  TL/TR quadrants kept their existing tile indices (28-35) so the
  shift is local; the new BL/BR quadrants are appended after the
  BIG WAR letters at tiles 88-95 to avoid renumbering the entire
  alphabet / digits / UI tile range.

- **Distinct suit shapes.** Spade is a smooth teardrop with a
  short stem and base; heart is two symmetric lobes with a V
  bottom; diamond is a clean rhombus; club is three circles
  joined over a stem. Side-by-side they are unmistakable.

- **Clean checkerboard card back.** The old card back was a
  diamond lattice that had the same transparent-bleed problem
  and looked noisy anyway. Replaced with a crisp 2-pixel black-
  and-white checkerboard that tiles seamlessly across the card
  back's 16x24 footprint.

- **draw_card_face now emits 6 sprites in a rank/suit + 4-tile
  big-pip layout.** The previous 6-sprite layout was
  `[rank][ssuit] / [pipL][pipR] / [blankL][blankR]`; the new
  one is `[rank][ssuit] / [pipTL][pipTR] / [pipBL][pipBR]` with
  the bottom row carrying the bottom half of the big pip
  instead of being wasted blank tiles.

Also:
- New constants TILE_PIP_TL_BASE / TR / BL / BR replace the old
  TILE_PIP_L_BASE / TILE_PIP_R_BASE in constants.ne.
- Refreshed war.nes and the goldens. Every emulator harness
  test still passes (31/31).

https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 18:31:15 +00:00

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// war/constants.ne — gameplay and layout constants.
//
// Everything that feeds the game's positional layout, animation
// timing, phase machine, or card encoding lives here so one central
// edit can retune the whole game. No code, just `const` entries.
// ── Card encoding ─────────────────────────────────────────
//
// Each card in a deck is packed into one u8:
//
// high nibble = rank, 1..13 (A=1, 2..10, J=11, Q=12, K=13)
// low nibble = suit, 0..3 (0=♠, 1=♥, 2=♦, 3=♣)
//
// Rank nibble lives in bits 7..4 and extracts cleanly via >>4;
// suit nibble lives in bits 3..0 and extracts via &0x0F. No
// division, no multiplication.
const SUIT_SPADE: u8 = 0
const SUIT_HEART: u8 = 1
const SUIT_DIAMOND: u8 = 2
const SUIT_CLUB: u8 = 3
const RANK_ACE: u8 = 1
const RANK_JACK: u8 = 11
const RANK_QUEEN: u8 = 12
const RANK_KING: u8 = 13
const DECK_SIZE: u8 = 52 // standard 52-card deck
const HALF_DECK: u8 = 26 // starting count per player
// ── Tile index base pointers into the Tileset sprite ─────
//
// The Tileset sprite (declared in war/assets.ne) stacks every
// custom tile vertically in reading order, so tile index N in a
// `draw Tileset frame: N` call picks the N'th 8×8 block.
//
// Tile 0 is reserved by the linker for the builtin smiley, so
// every custom tile starts at 1. The ranges below must match the
// order the Tileset body lists them in — if you move a tile,
// move its constant too.
// Card frame (shared across every face-up card)
const TILE_FRAME_TL: u8 = 1 // top-left corner with inset
const TILE_FRAME_TR: u8 = 2 // top-right corner
const TILE_FRAME_BL: u8 = 3 // bottom-left corner
const TILE_FRAME_BR: u8 = 4 // bottom-right corner
const TILE_FRAME_BLANK_L: u8 = 5 // left-half blank cell (white body)
const TILE_FRAME_BLANK_R: u8 = 6 // right-half blank cell
// Card back — 4 tiles arranged as a 2x2 repeating diamond lattice
const TILE_BACK_TL: u8 = 7
const TILE_BACK_TR: u8 = 8
const TILE_BACK_BL: u8 = 9
const TILE_BACK_BR: u8 = 10
// Rank glyphs: one tile per rank, indexed by RANK_TILE_BASE + rank - 1
// so rank 1 (Ace) lands at RANK_TILE_BASE + 0.
const TILE_RANK_BASE: u8 = 11 // 13 tiles: A, 2..10, J, Q, K
// Small suit glyphs for the card corner, one per suit.
const TILE_SUIT_SMALL_BASE: u8 = 24 // 4 tiles: ♠ ♥ ♦ ♣
// Big centre-pip, authored as a 16×16 shape split into four 8×8
// quadrants per suit. Each `_BASE + suit` picks the tile for that
// suit's quadrant. The TL/TR quadrants are contiguous at 28-35;
// the BL/BR quadrants live at 88-95 because they were added
// after the alphabet / digit / BIG WAR tiles and putting them in
// the middle would have shifted every later tile's index.
const TILE_PIP_TL_BASE: u8 = 28 // spade/heart/diamond/club TL
const TILE_PIP_TR_BASE: u8 = 32 // spade/heart/diamond/club TR
const TILE_PIP_BL_BASE: u8 = 88 // spade/heart/diamond/club BL
const TILE_PIP_BR_BASE: u8 = 92 // spade/heart/diamond/club BR
// Alphanumerics (8×8) used for all on-screen text that lives on the
// sprite layer. Letters A-Z then digits 0-9, contiguous.
const TILE_LETTER_BASE: u8 = 36 // 26 letters: A=+0, Z=+25
const TILE_DIGIT_BASE: u8 = 62 // 10 digits: 0=+0, 9=+9
// UI bits
const TILE_CURSOR: u8 = 72 // right-pointing arrow for menus
const TILE_HEART_TINY: u8 = 73 // tiny pip used as a victory marker
const TILE_DOT: u8 = 74 // single 8x8 card stack marker
const TILE_FELT_BG: u8 = 75 // subtle felt cross-hatch (bg fill)
// Big WAR title letters — each letter is a 2x2 block of tiles
// addressed by its quadrant.
const TILE_BIG_W_TL: u8 = 76
const TILE_BIG_W_TR: u8 = 77
const TILE_BIG_W_BL: u8 = 78
const TILE_BIG_W_BR: u8 = 79
const TILE_BIG_A_TL: u8 = 80
const TILE_BIG_A_TR: u8 = 81
const TILE_BIG_A_BL: u8 = 82
const TILE_BIG_A_BR: u8 = 83
const TILE_BIG_R_TL: u8 = 84
const TILE_BIG_R_TR: u8 = 85
const TILE_BIG_R_BL: u8 = 86
const TILE_BIG_R_BR: u8 = 87
// ── Screen-space layout ──────────────────────────────────
//
// Positions are in pixels. The screen is 256×240.
// Cards are 16 wide × 24 tall (2 cols × 3 rows of 8×8 tiles).
const CARD_W: u8 = 16
const CARD_H: u8 = 24
// Decks sit on the upper half of the play area; face-up cards sit
// on the lower half so the two bands never share scanlines.
//
// The X and Y deltas are deliberately exactly 64 px so the
// per-frame step animation (FLY_STEP * FRAMES_FLY = 4 * 16 = 64)
// lands a flying card exactly on its destination — no rounding,
// no overshoot, no need to clamp at the end.
//
// DECK_A_X -> PLAY_A_X = 32 -> 96 (Δ = +64)
// DECK_B_X -> PLAY_B_X = 208 -> 144 (Δ = -64)
// DECK_Y -> PLAY_Y = 64 -> 128 (Δ = +64)
const DECK_Y: u8 = 64 // top edge of deck card-back sprite
const PLAY_Y: u8 = 128 // top edge of face-up card sprite
const DECK_A_X: u8 = 32 // left deck
const DECK_B_X: u8 = 208 // right deck
const PLAY_A_X: u8 = 96 // centre-left face-up slot
const PLAY_B_X: u8 = 144 // centre-right face-up slot
// War banner is centred horizontally in the middle of the screen.
// Coordinates are the top-left of the first banner sprite.
const BANNER_X: u8 = 104
const BANNER_Y: u8 = 96
// HUD card counts sit above each deck.
const COUNT_A_X: u8 = 32
const COUNT_B_X: u8 = 208
const COUNT_Y: u8 = 56
// ── Animation timing ─────────────────────────────────────
//
// Every animation uses a power-of-two frame count so the lerp
// (delta * t / FRAMES) can be compiled into a shift-right by the
// optimizer, avoiding the software multiply/divide warning.
const FRAMES_FLY: u8 = 16 // card-draw and win-return slides
const FRAMES_BURY: u8 = 8 // faster bury animation during a war
const FRAMES_REVEAL:u8 = 32 // held pause after both cards are up
const FRAMES_BANNER:u8 = 48 // "WAR!" banner dwell
const FRAMES_DEAL_STEP: u8 = 4 // one dealt card every N frames
// Title auto-advance for the headless jsnes harness: the menu
// confirms "0 PLAYERS" automatically after this many frames of no
// input so the golden capture at frame 180 always lands in
// gameplay.
const TITLE_AUTO_FRAMES: u8 = 45
// CPU "thinking" delay before it draws a card.
const CPU_THINK_FRAMES: u8 = 20
// Victory auto-return timer.
const VICTORY_LINGER_FRAMES: u8 = 180
// ── Phase values for the Playing state's inner machine ───
//
// A plain `enum` would collide with other `Title` / `Victory` /
// etc identifiers, so we use explicit constants instead.
const P_WAIT_A: u8 = 0
const P_FLY_A: u8 = 1
const P_WAIT_B: u8 = 2
const P_FLY_B: u8 = 3
const P_REVEAL: u8 = 4
const P_RESOLVE: u8 = 5
const P_WIN_A: u8 = 6
const P_WIN_B: u8 = 7
const P_WAR_BANNER:u8 = 8
const P_WAR_BURY: u8 = 9
const P_CHECK: u8 = 10
// Game-mode bookkeeping: 0 / 1 / 2 players selected from the title.
const MODE_CPU_VS_CPU: u8 = 0
const MODE_HUMAN_VS_CPU: u8 = 1
const MODE_HUMAN_VS_HUMAN: u8 = 2