feat(pocketdungeon): intro GOAL+CONTROLS left icons right + 2x2 tutorial levels
Main / Build (BookPlayer) (push) Has been cancelled
Main / Build (Brainfuck) (push) Has been cancelled
Main / Build (Breakout) (push) Has been cancelled
Main / Build (Calculator) (push) Has been cancelled
Main / Build (Diceware) (push) Has been cancelled
Main / Build (EpubReader) (push) Has been cancelled
Main / Build (GPIO) (push) Has been cancelled
Main / Build (GraphicsDemo) (push) Has been cancelled
Main / Build (HelloWorld) (push) Has been cancelled
Main / Build (M5UnitTest) (push) Has been cancelled
Main / Build (Magic8Ball) (push) Has been cancelled
Main / Build (MediaKeys) (push) Has been cancelled
Main / Build (MystifyDemo) (push) Has been cancelled
Main / Build (SerialConsole) (push) Has been cancelled
Main / Build (Snake) (push) Has been cancelled
Main / Build (TamaTac) (push) Has been cancelled
Main / Build (TodoList) (push) Has been cancelled
Main / Build (TwoEleven) (push) Has been cancelled
Main / Bundle (push) Has been cancelled

- Intro redesign QVGA: left scrollable column 2 cards GOAL+CONTROLS only,
  right 44px rail small icons Play 38 accent + Exit 30 muted (fixes cramped)
- Tutorial by play: floor0 TUTORIAL_ROWS=2 player+stairs, floor1 bat+gold+stairs,
  real game from floor2 infinite with displayFloor mapping
- Model: renderRows, isTutorial(), tutorialId(), clearAllTiles(), generateTutorialFloor
- Renderer: respects renderRows HIDDEN, board height 2 rows centered, TUT messages
- Game: reset tutorials=true, skip moveMonsters in tutorial, bests only real floors
- Keep audio-stream migration: SDK 0.8.0-dev IDF5.5, CMake GLOB SfxEngine, SfxEngine audio-stream
- No unexported LVGL: no max_width/scrollbar_mode -> 0 missing symbols

Installed 192.168.68.134 verified screenshot 6.1K airy left+right
This commit is contained in:
Adolfo
2026-07-19 23:05:43 -04:00
parent b2e9046438
commit 2a45c98fb3
9 changed files with 457 additions and 130 deletions
@@ -4,9 +4,9 @@
#include <cstdint>
namespace PocketDungeon {
static constexpr uint8_t DUNGEON_COLS = 9;
static constexpr uint8_t DUNGEON_ROWS = 7;
static constexpr uint8_t TUTORIAL_ROWS = 2;
static constexpr uint8_t MAX_ENTITIES = 8;
enum class Tile : uint8_t { Floor, Wall, Stairs, Treasure };
@@ -25,10 +25,11 @@ struct DungeonState {
Entity entities[MAX_ENTITIES] {};
uint8_t entityCount = 0;
GameKit::GridPos playerPos {1, 1};
uint16_t floor = 1;
uint16_t floor = 0; // 0,1 tutorial, 2+ real
uint16_t gold = 0;
int8_t hp = 5;
bool gameOver = false;
uint8_t renderRows = DUNGEON_ROWS;
};
class DungeonModel {
@@ -42,9 +43,11 @@ class DungeonModel {
int findEnemyAt(GameKit::GridPos pos) const;
bool isWalkable(GameKit::GridPos pos) const;
void moveMonsters();
void generateTutorialFloor(uint8_t tId);
void clearAllTiles();
public:
void reset(uint32_t seedValue = 0xC0FFEE);
void reset(uint32_t seedValue = 0xC0FFEE, bool tutorials = true);
void generateFloor();
MoveResult movePlayer(int dx, int dy);
@@ -52,6 +55,9 @@ public:
uint16_t getBestFloor() const { return bestFloor; }
uint16_t getBestGold() const { return bestGold; }
void setBests(uint16_t floor, uint16_t gold) { bestFloor = floor; bestGold = gold; }
bool isTutorial() const { return state.floor < 2; }
uint8_t tutorialId() const { return static_cast<uint8_t>(state.floor); }
uint16_t displayFloor() const { return state.floor < 2 ? 1 : state.floor - 1; }
};
} // namespace PocketDungeon