anarch/main_gbmeta.ino

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/**
@file main_gbmeta.ino
This is Gamebuino Meta implementation of the game front end, using the
official library.
by Miloslav Ciz (drummyfish), 2019
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is
be and remain completely in the public domain forever, available for any use
whatsoever.
*/
#include <Gamebuino-Meta.h>
#define SFG_ARDUINO 1
#define SFG_CAN_EXIT 0
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#define SFG_FPS 17
#define SFG_SCREEN_RESOLUTION_X 78
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#define SFG_SCREEN_RESOLUTION_Y 64
#define SFG_RESOLUTION_SCALEDOWN 1
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#define SFG_RAYCASTING_MAX_STEPS 11
#define SFG_RAYCASTING_MAX_HITS 3
#define SFG_RAYCASTING_SUBSAMPLE 3
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#define SFG_DIMINISH_SPRITES 0
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#define SFG_DITHERED_SHADOW 0
#include "game.h"
Gamebuino_Meta::Color palette[256];
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uint8_t blinkFramesLeft;
void blinkLED(Gamebuino_Meta::Color color)
{
gb.lights.fill(color);
blinkFramesLeft = 5;
}
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const Gamebuino_Meta::SaveDefault saveDefault[] =
{ { 0, SAVETYPE_BLOB, SFG_SAVE_SIZE, 0 } };
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
{
Gamebuino_Meta::Color c = palette[colorIndex];
gb.display.drawPixel(x,y,c);
}
void SFG_sleepMs(uint16_t timeMs)
{
}
int8_t SFG_keyPressed(uint8_t key)
{
Gamebuino_Meta::Button button;
switch (key)
{
case SFG_KEY_UP: button = BUTTON_UP; break;
case SFG_KEY_RIGHT: button = BUTTON_RIGHT; break;
case SFG_KEY_DOWN: button = BUTTON_DOWN; break;
case SFG_KEY_LEFT: button = BUTTON_LEFT; break;
case SFG_KEY_A: button = BUTTON_A; break;
case SFG_KEY_B: button = BUTTON_B; break;
case SFG_KEY_C: button = BUTTON_MENU; break;
default: return 0; break;
}
return gb.buttons.timeHeld(button) > 0;
}
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void SFG_processEvent(uint8_t event, uint8_t value)
{
switch (event)
{
case SFG_EVENT_LEVEL_STARTS: blinkLED(BLUE); break;
case SFG_EVENT_PLAYER_HURT: blinkLED(RED); break;
case SFG_EVENT_LEVEL_WON: blinkLED(YELLOW); break;
default: break;
}
}
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void SFG_getMouseOffset(int16_t *x, int16_t *y)
{
}
void SFG_enableMusic(uint8_t enable)
{
}
void SFG_save(uint8_t data[SFG_SAVE_SIZE])
{
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gb.save.set(0,data,SFG_SAVE_SIZE);
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}
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
{
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gb.save.get(0,data,SFG_SAVE_SIZE);
return 1;
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}
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
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switch (soundIndex)
{
case 2:
gb.sound.playCancel();
break;
case 5:
gb.sound.playOK();
break;
default:
gb.sound.playTick();
break;
}
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}
uint32_t SFG_getTimeMs()
{
return gb.frameStartMicros / 1000;
}
void setup()
{
gb.begin();
gb.setFrameRate(SFG_FPS);
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gb.save.config(saveDefault);
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for (int i = 0; i < 256; ++i)
{
uint16_t rgb565 = paletteRGB565[i];
palette[i] = gb.createColor((rgb565 & 0xf800) >> 8,(rgb565 & 0x07e0) >> 3,(rgb565 & 0x001f) << 3);
}
SFG_init();
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blinkLED(RED);
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}
void loop()
{
while(!gb.update())
{
}
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if (blinkFramesLeft != 0)
{
if (blinkFramesLeft == 1)
gb.lights.clear();
blinkFramesLeft--;
}
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SFG_mainLoopBody();
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gb.display.setCursor(1,1);
gb.display.print(gb.getCpuLoad());
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}