// 
//  Jonas Kjeldmand Jensen - May 2024
//  Doom run on Arduino
//
//


#include "constants.h"
#include "level.h"
#include "sprites.h"
#include "input.h"
#include "entities.h"
#include "types.h"
#include "display.h"
#include "sound.h"

// Useful macros
#define swap(a, b)            do { typeof(a) temp = a; a = b; b = temp; } while (0)
#define sign(a, b)            (double) (a > b ? 1 : (b > a ? -1 : 0))

// general
uint8_t scene = INTRO;
bool exit_scene = false;
bool invert_screen = false;
uint8_t flash_screen = 0;

// game
// player and entities
Player player;
Entity entity[MAX_ENTITIES];
StaticEntity static_entity[MAX_STATIC_ENTITIES];
uint8_t num_entities = 0;
uint8_t num_static_entities = 0;

void setup(void) {
  setupDisplay();
  input_setup();
  sound_init();
}

// Jump to another scene
void jumpTo(uint8_t target_scene) {
  scene = target_scene;
  exit_scene = true;
}

// Finds the player in the map
void initializeLevel(const uint8_t level[]) {
  for (uint8_t y = LEVEL_HEIGHT - 1; y >= 0; y--) {
    for (uint8_t x = 0; x < LEVEL_WIDTH; x++) {
      uint8_t block = getBlockAt(level, x, y);

      if (block == E_PLAYER) {
        player = create_player(x, y);
        return;
      }

      // todo create other static entities
    }
  }
}

uint8_t getBlockAt(const uint8_t level[], uint8_t x, uint8_t y) {
  if (x < 0 || x >= LEVEL_WIDTH || y < 0 || y >= LEVEL_HEIGHT) {
    return E_FLOOR;
  }

  // y is read in inverse order
  return pgm_read_byte(level + (((LEVEL_HEIGHT - 1 - y) * LEVEL_WIDTH + x) / 2))
         >> (!(x % 2) * 4)       // displace part of wanted bits
         & 0b1111;               // mask wanted bits
}

bool isSpawned(UID uid) {
  for (uint8_t i = 0; i < num_entities; i++) {
    if (entity[i].uid == uid) return true;
  }

  return false;
}

bool isStatic(UID uid) {
  for (uint8_t i = 0; i < num_static_entities; i++) {
    if (static_entity[i].uid == uid) return true;
  }

  return false;
}

void spawnEntity(uint8_t type, uint8_t x, uint8_t y) {
  // Limit the number of spawned entities
  if (num_entities >= MAX_ENTITIES) {
    return;
  }

  // todo: read static entity status
  
  switch (type) {
    case E_ENEMY:
      entity[num_entities] = create_enemy(x, y);
      num_entities++;
      break;

    case E_KEY:
      entity[num_entities] = create_key(x, y);
      num_entities++;
      break;

    case E_MEDIKIT:
      entity[num_entities] = create_medikit(x, y);
      num_entities++;
      break;
  }
}

void spawnFireball(double x, double y) {
  // Limit the number of spawned entities
  if (num_entities >= MAX_ENTITIES) {
    return;
  }

  UID uid = create_uid(E_FIREBALL, x, y);
  // Remove if already exists, don't throw anything. Not the best, but shouldn't happen too often
  if (isSpawned(uid)) return;

  // Calculate direction. 32 angles
  int16_t dir = FIREBALL_ANGLES + atan2(y - player.pos.y, x - player.pos.x) / PI * FIREBALL_ANGLES;
  if (dir < 0) dir += FIREBALL_ANGLES * 2;
  entity[num_entities] = create_fireball(x, y, dir);
  num_entities++;
}

void removeEntity(UID uid, bool makeStatic = false) {
  uint8_t i = 0;
  bool found = false;

  while (i < num_entities) {
    if (!found && entity[i].uid == uid) {
      // todo: doze it
      found = true;
      num_entities--;
    }

    // displace entities
    if (found) {
      entity[i] = entity[i + 1];
    }

    i++;
  }
}

void removeStaticEntity(UID uid) {
  uint8_t i = 0;
  bool found = false;

  while (i < num_static_entities) {
    if (!found && static_entity[i].uid == uid) {
      found = true;
      num_static_entities--;
    }

    // displace entities
    if (found) {
      static_entity[i] = static_entity[i + 1];
    }

    i++;
  }
}

UID detectCollision(const uint8_t level[], Coords *pos, double relative_x, double relative_y, bool only_walls = false) {
  // Wall collision
  uint8_t round_x = int(pos->x + relative_x);
  uint8_t round_y = int(pos->y + relative_y);
  uint8_t block = getBlockAt(level, round_x, round_y);

  if (block == E_WALL) {
    playSound(hit_wall_snd, HIT_WALL_SND_LEN);
    return create_uid(block, round_x, round_y);
  }

  if (only_walls) {
    return UID_null;
  }

  // Entity collision
  for (uint8_t i=0; i < num_entities; i++) {
    // Don't collide with itself
    if (&(entity[i].pos) == pos) {
      continue;
    }

    uint8_t type = uid_get_type(entity[i].uid);

    // Only ALIVE enemy collision
    if (type != E_ENEMY || entity[i].state == S_DEAD || entity[i].state == S_HIDDEN) {
      continue;
    }

    Coords new_coords = { entity[i].pos.x - relative_x, entity[i].pos.y - relative_y };
    uint8_t distance = coords_distance(pos, &new_coords);

    // Check distance and if it's getting closer
    if (distance < ENEMY_COLLIDER_DIST && distance < entity[i].distance) {
      return entity[i].uid;
    }
  }

  return UID_null;
}

// Shoot
void fire() {
  playSound(shoot_snd, SHOOT_SND_LEN);

  for (uint8_t i = 0; i < num_entities; i++) {
    // Shoot only ALIVE enemies
    if (uid_get_type(entity[i].uid) != E_ENEMY || entity[i].state == S_DEAD || entity[i].state == S_HIDDEN) {
      continue;
    }

    Coords transform = translateIntoView(&(entity[i].pos));
    if (abs(transform.x) < 20 && transform.y > 0) {
      uint8_t damage = (double) min(GUN_MAX_DAMAGE, GUN_MAX_DAMAGE / (abs(transform.x) * entity[i].distance) / 5);
      if (damage > 0) {
        entity[i].health = max(0, entity[i].health - damage);
        entity[i].state = S_HIT;
        entity[i].timer = 4;
      }
    }
  }
}

// Update coords if possible. Return the collided uid, if any
UID updatePosition(const uint8_t level[], Coords *pos, double relative_x, double relative_y, bool only_walls = false) {
  UID collide_x = detectCollision(level, pos, relative_x, 0, only_walls);
  UID collide_y = detectCollision(level, pos, 0, relative_y, only_walls);

  if (!collide_x) pos->x += relative_x;
  if (!collide_y) pos->y += relative_y;

  return collide_x || collide_y || UID_null;
}

void updateEntities(const uint8_t level[]) {
  uint8_t i = 0;
  while (i < num_entities) {
    // update distance
    entity[i].distance = coords_distance(&(player.pos), &(entity[i].pos));

    // Run the timer. Works with actual frames.
    // Todo: use delta here. But needs double type and more memory
    if (entity[i].timer > 0) entity[i].timer--;

    // too far away. put it in doze mode
    if (entity[i].distance > MAX_ENTITY_DISTANCE) {
      removeEntity(entity[i].uid);
      // don't increase 'i', since current one has been removed
      continue;
    }

    // bypass render if hidden
    if (entity[i].state == S_HIDDEN) {
      i++;
      continue;
    }

    uint8_t type = uid_get_type(entity[i].uid);

    switch (type) {
      case E_ENEMY: {
          // Enemy "IA"
          if (entity[i].health == 0) {
            if (entity[i].state != S_DEAD) {
              entity[i].state = S_DEAD;
              entity[i].timer = 6;
            }
          } else  if (entity[i].state == S_HIT) {
            if (entity[i].timer == 0) {
              // Back to alert state
              entity[i].state = S_ALERT;
              entity[i].timer = 40;     // delay next fireball thrown
            }
          } else if (entity[i].state == S_FIRING) {
            if (entity[i].timer == 0) {
              // Back to alert state
              entity[i].state = S_ALERT;
              entity[i].timer = 40;     // delay next fireball throwm
            }
          } else {
            // ALERT STATE
            if (entity[i].distance > ENEMY_MELEE_DIST && entity[i].distance < MAX_ENEMY_VIEW) {
              if (entity[i].state != S_ALERT) {
                entity[i].state = S_ALERT;
                entity[i].timer = 20;   // used to throw fireballs
              } else {
                if (entity[i].timer == 0) {
                  // Throw a fireball
                  spawnFireball(entity[i].pos.x, entity[i].pos.y);
                  entity[i].state = S_FIRING;
                  entity[i].timer = 6;
                } else {
                  // move towards to the player.
                  updatePosition(
                    level,
                    &(entity[i].pos),
                    sign(player.pos.x, entity[i].pos.x) * ENEMY_SPEED * delta,
                    sign(player.pos.y, entity[i].pos.y) * ENEMY_SPEED * delta,
                    true
                  );
                }
              }
            } else if (entity[i].distance <= ENEMY_MELEE_DIST) {
              if (entity[i].state != S_MELEE) {
                // Preparing the melee attack
                entity[i].state = S_MELEE;
                entity[i].timer = 10;
              } else if (entity[i].timer == 0) {
                // Melee attack
                player.health = max(0, player.health - ENEMY_MELEE_DAMAGE);
                entity[i].timer = 14;
                flash_screen = 1;
                updateHud();
              }
            } else {
              // stand
              entity[i].state = S_STAND;
            }
          }
          break;
        }

      case E_FIREBALL: {
          if (entity[i].distance < FIREBALL_COLLIDER_DIST) {
            // Hit the player and disappear
            player.health = max(0, player.health - ENEMY_FIREBALL_DAMAGE);
            flash_screen = 1;
            updateHud();
            removeEntity(entity[i].uid);
            continue; // continue in the loop
          } else {
            // Move. Only collide with walls.
            // Note: using health to store the angle of the movement
            UID collided = updatePosition(
              level,
              &(entity[i].pos),
              cos((double) entity[i].health / FIREBALL_ANGLES * PI) * FIREBALL_SPEED,
              sin((double) entity[i].health / FIREBALL_ANGLES * PI) * FIREBALL_SPEED,
              true
            );

            if (collided) {
              removeEntity(entity[i].uid);
              continue; // continue in the entity check loop
            }
          }
          break;
        }

      case E_MEDIKIT: {
          if (entity[i].distance < ITEM_COLLIDER_DIST) {
            // pickup
            playSound(medkit_snd, MEDKIT_SND_LEN);
            entity[i].state = S_HIDDEN;
            player.health = min(100, player.health + 50);
            updateHud();
            flash_screen = 1;
          }
          break;
        }

      case E_KEY: {
          if (entity[i].distance < ITEM_COLLIDER_DIST) {
            // pickup
            playSound(get_key_snd, GET_KEY_SND_LEN);
            entity[i].state = S_HIDDEN;
            player.keys++;
            updateHud();
            flash_screen = 1;
          }
          break;
        }
    }

    i++;
  }
}

// The map raycaster. Based on https://lodev.org/cgtutor/raycasting.html
void renderMap(const uint8_t level[], double view_height) {
  UID last_uid;

  for (uint8_t x = 0; x < SCREEN_WIDTH; x += RES_DIVIDER) {
    double camera_x = 2 * (double) x / SCREEN_WIDTH - 1;
    double ray_x = player.dir.x + player.plane.x * camera_x;
    double ray_y = player.dir.y + player.plane.y * camera_x;
    uint8_t map_x = uint8_t(player.pos.x);
    uint8_t map_y = uint8_t(player.pos.y);
    Coords map_coords = { player.pos.x, player.pos.y };
    double delta_x = abs(1 / ray_x);
    double delta_y = abs(1 / ray_y);

    int8_t step_x; 
    int8_t step_y;
    double side_x;
    double side_y;

    if (ray_x < 0) {
      step_x = -1;
      side_x = (player.pos.x - map_x) * delta_x;
    } else {
      step_x = 1;
      side_x = (map_x + 1.0 - player.pos.x) * delta_x;
    }

    if (ray_y < 0) {
      step_y = -1;
      side_y = (player.pos.y - map_y) * delta_y;
    } else {
      step_y = 1;
      side_y = (map_y + 1.0 - player.pos.y) * delta_y;
    }

    // Wall detection
    uint8_t depth = 0;
    bool hit = 0;
    bool side; 
    while (!hit && depth < MAX_RENDER_DEPTH) {
      if (side_x < side_y) {
        side_x += delta_x;
        map_x += step_x;
        side = 0;
      } else {
        side_y += delta_y;
        map_y += step_y;
        side = 1;
      }

      uint8_t block = getBlockAt(level, map_x, map_y);

      if (block == E_WALL) {
        hit = 1;
      } else {
        // Spawning entities here, as soon they are visible for the
        // player. Not the best place, but would be a very performance
        // cost scan for them in another loop
        if (block == E_ENEMY || (block & 0b00001000) /* all collectable items */) {
          // Check that it's close to the player
          if (coords_distance(&(player.pos), &map_coords) < MAX_ENTITY_DISTANCE) {
            UID uid = create_uid(block, map_x, map_y);
            if (last_uid != uid && !isSpawned(uid)) {
              spawnEntity(block, map_x, map_y);
              last_uid = uid;
            }
          }
        }
      }

      depth++;
    }

    if (hit) {
      double distance;
      
      if (side == 0) {
        distance = max(1, (map_x - player.pos.x + (1 - step_x) / 2) / ray_x);
      } else {
        distance = max(1, (map_y - player.pos.y + (1 - step_y) / 2) / ray_y);
      }

      // store zbuffer value for the column
      zbuffer[x / Z_RES_DIVIDER] = min(distance * DISTANCE_MULTIPLIER, 255);

      // rendered line height
      uint8_t line_height = RENDER_HEIGHT / distance;

      drawVLine(
        x,
        view_height / distance - line_height / 2 + RENDER_HEIGHT / 2,
        view_height / distance + line_height / 2 + RENDER_HEIGHT / 2,
        GRADIENT_COUNT - int(distance / MAX_RENDER_DEPTH * GRADIENT_COUNT) - side * 2
      );
    }
  }
}

// Sort entities from far to close
uint8_t sortEntities() {
  uint8_t gap = num_entities;
  bool swapped = false;
  while (gap > 1 || swapped) {
    //shrink factor 1.3
    gap = (gap * 10) / 13;
    if (gap == 9 || gap == 10) gap = 11;
    if (gap < 1) gap = 1;
    swapped = false;
    for (uint8_t i = 0; i < num_entities - gap; i++)
    {
      uint8_t j = i + gap;
      if (entity[i].distance < entity[j].distance)
      {
        swap(entity[i], entity[j]);
        swapped = true;
      }
    }
  }
}

Coords translateIntoView(Coords *pos) {
  //translate sprite position to relative to camera
  double sprite_x = pos->x - player.pos.x;
  double sprite_y = pos->y - player.pos.y;

  //required for correct matrix multiplication
  double inv_det = 1.0 / (player.plane.x * player.dir.y - player.dir.x * player.plane.y);
  double transform_x = inv_det * (player.dir.y * sprite_x - player.dir.x * sprite_y);
  double transform_y = inv_det * (- player.plane.y * sprite_x + player.plane.x * sprite_y); // Z in screen

  return { transform_x, transform_y };
}

void renderEntities(double view_height) {
  sortEntities();

  for (uint8_t i = 0; i < num_entities; i++) {
    if (entity[i].state == S_HIDDEN) continue;

    Coords transform = translateIntoView(&(entity[i].pos));

    // don´t render if behind the player or too far away
    if (transform.y <= 0.1 || transform.y > MAX_SPRITE_DEPTH) {
      continue;
    }

    int16_t sprite_screen_x = HALF_WIDTH * (1.0 + transform.x / transform.y);
    int8_t sprite_screen_y = RENDER_HEIGHT / 2 + view_height / transform.y;
    uint8_t type = uid_get_type(entity[i].uid);

    // don´t try to render if outside of screen
    // doing this pre-shortcut due int16 -> int8 conversion makes out-of-screen
    // values fit into the screen space
    if (sprite_screen_x < - HALF_WIDTH || sprite_screen_x > SCREEN_WIDTH + HALF_WIDTH) {
      continue;
    }

    switch (type) {
      case E_ENEMY: {
          uint8_t sprite;
          if (entity[i].state == S_ALERT) {
            // walking
            sprite = int(millis() / 500) % 2;
          } else if (entity[i].state == S_FIRING) {
            // fireball
            sprite = 2;
          } else if (entity[i].state == S_HIT) {
            // hit
            sprite = 3;
          } else if (entity[i].state == S_MELEE) {
            // melee atack
            sprite = entity[i].timer > 10 ? 2 : 1;
          } else if (entity[i].state == S_DEAD) {
            // dying
            sprite = entity[i].timer > 0 ? 3 : 4;
          } else {
            // stand
            sprite = 0;
          }

          drawSprite(
            sprite_screen_x - BMP_IMP_WIDTH * .5 / transform.y,
            sprite_screen_y - 8 / transform.y,
            bmp_imp_bits,
            bmp_imp_mask,
            BMP_IMP_WIDTH,
            BMP_IMP_HEIGHT,
            sprite,
            transform.y
          );
          break;
        }

      case E_FIREBALL: {
          drawSprite(
            sprite_screen_x - BMP_FIREBALL_WIDTH / 2 / transform.y,
            sprite_screen_y - BMP_FIREBALL_HEIGHT / 2 / transform.y,
            bmp_fireball_bits,
            bmp_fireball_mask,
            BMP_FIREBALL_WIDTH,
            BMP_FIREBALL_HEIGHT,
            0,
            transform.y
          );
          break;
        }

      case E_MEDIKIT: {
          drawSprite(
            sprite_screen_x - BMP_ITEMS_WIDTH / 2 / transform.y,
            sprite_screen_y + 5 / transform.y,
            bmp_items_bits,
            bmp_items_mask,
            BMP_ITEMS_WIDTH,
            BMP_ITEMS_HEIGHT,
            0,
            transform.y
          );
          break;
        }

      case E_KEY: {
          drawSprite(
            sprite_screen_x - BMP_ITEMS_WIDTH / 2 / transform.y,
            sprite_screen_y + 5 / transform.y,
            bmp_items_bits,
            bmp_items_mask,
            BMP_ITEMS_WIDTH,
            BMP_ITEMS_HEIGHT,
            1,
            transform.y
          );
          break;
        }
    }
  }
}

void renderGun(uint8_t gun_pos, double amount_jogging) {
  // jogging
  char x = 48 + sin((double) millis() * JOGGING_SPEED) * 10 * amount_jogging;
  char y = RENDER_HEIGHT - gun_pos + abs(cos((double) millis() * JOGGING_SPEED)) * 8 * amount_jogging;

  if (gun_pos > GUN_SHOT_POS - 2) {
    // Gun fire
    display.drawBitmap(x + 6, y - 11, bmp_fire_bits, BMP_FIRE_WIDTH, BMP_FIRE_HEIGHT, 1);
  }

  // Don't draw over the hud!
  uint8_t clip_height = max(0, min(y + BMP_GUN_HEIGHT, RENDER_HEIGHT) - y);

  // Draw the gun (black mask + actual sprite).
  display.drawBitmap(x, y, bmp_gun_mask, BMP_GUN_WIDTH, clip_height, 0);
  display.drawBitmap(x, y, bmp_gun_bits, BMP_GUN_WIDTH, clip_height, 1);
}

// Only needed first time
void renderHud() {
  drawText(2, 58, F("{}"), 0);        // Health symbol
  drawText(40, 58, F("[]"), 0);       // Keys symbol
  updateHud();
}

// Render values for the HUD
void updateHud() {
  display.clearRect(12, 58, 15, 6);
  display.clearRect(50, 58, 5, 6);

  drawText(12, 58, player.health);
  drawText(50, 58, player.keys);
}

// Debug stats
void renderStats() {
  display.clearRect(58, 58, 70, 6);
  drawText(114, 58, int(getActualFps()));
  drawText(82, 58, num_entities);
  // drawText(94, 58, freeMemory());
}

// Intro screen
void loopIntro() {
  display.drawBitmap(
    (SCREEN_WIDTH - BMP_LOGO_WIDTH) / 2,
    (SCREEN_HEIGHT - BMP_LOGO_HEIGHT) / 3,
    bmp_logo_bits,
    BMP_LOGO_WIDTH,
    BMP_LOGO_HEIGHT,
    1
  );

  delay(1000);
  drawText(SCREEN_WIDTH / 2 - 25, SCREEN_HEIGHT * .8, F("PRESS FIRE"));
  display.display();

  // wait for fire
  while (!exit_scene) {
    #ifdef SNES_CONTROLLER
    getControllerData();
    #endif
    if (input_fire()) jumpTo(GAME_PLAY);
  };
}

void loopGamePlay() {
  bool gun_fired = false;
  bool walkSoundToggle = false;
  uint8_t gun_pos = 0;
  double rot_speed;
  double old_dir_x;
  double old_plane_x;
  double view_height;
  double jogging;
  uint8_t fade = GRADIENT_COUNT - 1;

  initializeLevel(sto_level_1);

  do {
    fps();

    // Clear only the 3d view
    memset(display_buf, 0, SCREEN_WIDTH * (RENDER_HEIGHT / 8));

    #ifdef SNES_CONTROLLER
    getControllerData();
    #endif

    // If the player is alive
    if (player.health > 0) {
      // Player speed
      if (input_up()) {
        player.velocity += (MOV_SPEED - player.velocity) * .4;
        jogging = abs(player.velocity) * MOV_SPEED_INV;
      } else if (input_down()) {
        player.velocity += (- MOV_SPEED - player.velocity) * .4;
        jogging = abs(player.velocity) * MOV_SPEED_INV;
      } else {
        player.velocity *= .5;
        jogging = abs(player.velocity) * MOV_SPEED_INV;
      }

      // Player rotation
      if (input_right()) {
        rot_speed = ROT_SPEED * delta;
        old_dir_x = player.dir.x;
        player.dir.x = player.dir.x * cos(-rot_speed) - player.dir.y * sin(-rot_speed);
        player.dir.y = old_dir_x * sin(-rot_speed) + player.dir.y * cos(-rot_speed);
        old_plane_x = player.plane.x;
        player.plane.x = player.plane.x * cos(-rot_speed) - player.plane.y * sin(-rot_speed);
        player.plane.y = old_plane_x * sin(-rot_speed) + player.plane.y * cos(-rot_speed);
      } else if (input_left()) {
        rot_speed = ROT_SPEED * delta;
        old_dir_x = player.dir.x;
        player.dir.x = player.dir.x * cos(rot_speed) - player.dir.y * sin(rot_speed);
        player.dir.y = old_dir_x * sin(rot_speed) + player.dir.y * cos(rot_speed);
        old_plane_x = player.plane.x;
        player.plane.x = player.plane.x * cos(rot_speed) - player.plane.y * sin(rot_speed);
        player.plane.y = old_plane_x * sin(rot_speed) + player.plane.y * cos(rot_speed);
      }

      view_height = abs(sin((double) millis() * JOGGING_SPEED)) * 6 * jogging;

      if(view_height > 5.9) {
        if(sound == false) {
          if(walkSoundToggle) {
            playSound(walk1_snd, WALK1_SND_LEN);
            walkSoundToggle = false;
          } else {
            playSound(walk2_snd, WALK2_SND_LEN);
            walkSoundToggle = true;
          }
        }
      }
      // Update gun
      if (gun_pos > GUN_TARGET_POS) {
        // Right after fire
        gun_pos -= 1;
      } else if (gun_pos < GUN_TARGET_POS) {
        // Showing up
        gun_pos += 2;
      } else if (!gun_fired && input_fire()) {
        // ready to fire and fire pressed
        gun_pos = GUN_SHOT_POS;
        gun_fired = true;
        fire();
      } else if (gun_fired && !input_fire()) {
        // just fired and restored position
        gun_fired = false;
      }
    } else {
      // The player is dead
      if (view_height > -10) view_height--;
      else if (input_fire()) jumpTo(INTRO);

      if (gun_pos > 1) gun_pos -= 2;
    }

    // Player movement
    if (abs(player.velocity) > 0.003) {
      updatePosition(
        sto_level_1,
        &(player.pos),
        player.dir.x * player.velocity * delta,
        player.dir.y * player.velocity * delta
      );
    } else {
      player.velocity = 0;
    }

    // Update things
    updateEntities(sto_level_1);

    // Render stuff
    renderMap(sto_level_1, view_height);
    renderEntities(view_height);
    renderGun(gun_pos, jogging);

    // Fade in effect
    if (fade > 0) {
      fadeScreen(fade);
      fade--;

      if (fade == 0) {
        // Only draw the hud after fade in effect
        renderHud();
      }
    } else {
      renderStats();
    }

    // flash screen
    if (flash_screen > 0) {
      invert_screen = !invert_screen;
      flash_screen--;
    } else if (invert_screen) {
      invert_screen = 0;
    }

    // Draw the frame
    display.invertDisplay(invert_screen);
    display.display();

    // Exit routine
    #ifdef SNES_CONTROLLER
    if (input_start()) {
    #else
    if (input_left() && input_right()) {
    #endif
      jumpTo(INTRO);
    }
  } while (!exit_scene);
}

void loop(void) {
  switch (scene) {
    case INTRO: {
        loopIntro();
        break;
      }
    case GAME_PLAY: {
        loopGamePlay();
        break;
      }
  }

  // fade out effect
  for (uint8_t i=0; i<GRADIENT_COUNT; i++) {
    fadeScreen(i, 0);
    display.display();
    delay(40);
  }
  exit_scene = false;
}
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