anarch/main_gbmeta.ino

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/**
@file main_gbmeta.ino
This is Gamebuino Meta implementation of the game front end, using the
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official library. Leaving out the library bloat could probably optimize this.
To compile using Arduin IDE you need to copy this file as well as all
necessary .h files into a project folder, then open the project and compile.
Do NOT put .c and .cpp files into the folder, stupid Arduino tries to compile
them even if they're not needed.
DON'T FORGET to set compiler flag to -O3 (default is -Os). With Arduino IDE
this is done in platform.txt file.
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by Miloslav Ciz (drummyfish), 2019
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is to
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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
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#define SFG_SCREEN_RESOLUTION_X 80
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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
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#define SFG_RAYCASTING_SUBSAMPLE 2
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#define SFG_DIMINISH_SPRITES 0
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#define SFG_DITHERED_SHADOW 0
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#define SFG_PLAYER_TURN_SPEED 135
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#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)
{
}
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void SFG_setMusic(uint8_t value)
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{
}
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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uint8_t data[SFG_SAVE_SIZE];
gb.save.get(0,data,SFG_SAVE_SIZE);
uint8_t allZeros = 1;
for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
if (data[i] != 0)
{
allZeros = 0;
break;
}
if (allZeros) // 1st time save?
{
SFG_createDefaultSaveData(data);
gb.save.set(0,data,SFG_SAVE_SIZE);
}
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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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}
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uint8_t stop = 0;
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void loop()
{
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if (stop)
return;
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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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if (
gb.buttons.timeHeld(BUTTON_LEFT) >= 255 &&
gb.buttons.timeHeld(BUTTON_RIGHT) >= 255 &&
gb.buttons.timeHeld(BUTTON_B) >= 255)
{
// holding L+R+B in menu will erase all saved data
gb.save.del(0);
stop = 1;
}
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#if 0
// debuggin performance
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gb.display.setCursor(1,1);
gb.display.print(gb.getCpuLoad());
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#endif
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}