mirror of https://gitlab.com/drummyfish/anarch

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/**
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@file main_nibble.ino |
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This is Nibble (CircuitMess) implementation of the game front end. |
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by Miloslav Ciz (drummyfish), 2021 |
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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 |
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whatsoever. |
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*/ |
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#include <Arduino.h> |
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#include <EEPROM.h> |
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#include <CircuitOS.h> |
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#include <Nibble.h> |
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#define PLUS_BRIGHTNESS 2 // this can be changed (max: 8)
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#define SFG_AVR 1 |
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#define SFG_SCREEN_RESOLUTION_X 128 |
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#define SFG_SCREEN_RESOLUTION_Y 128 |
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#define SFG_FPS 35 |
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#define SFG_RAYCASTING_MAX_STEPS 20 |
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#define SFG_RAYCASTING_SUBSAMPLE 2 |
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#define SFG_DIMINISH_SPRITES 1 |
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#define SFG_DITHERED_SHADOW 1 |
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#define SFG_CAN_EXIT 0 /* If the game is compiled into loeader, this can be set |
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to 1 which will show the "exit" option in the menu. */ |
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#include "game.h" |
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Display* display; |
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Sprite* sprite; |
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uint8_t buttons[7]; |
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uint16_t paletteRAM[256]; |
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) |
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{ |
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sprite->drawPixel(x,y,paletteRAM[colorIndex]); |
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} |
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uint32_t SFG_getTimeMs() |
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{ |
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return millis(); |
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} |
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void SFG_sleepMs(uint16_t timeMs) |
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{ |
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} |
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int8_t SFG_keyPressed(uint8_t key) |
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{ |
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return key < 7 ? buttons[key] : 0; |
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} |
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void SFG_getMouseOffset(int16_t *x, int16_t *y) |
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{ |
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} |
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void SFG_setMusic(uint8_t value) |
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{ |
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} |
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void SFG_save(uint8_t data[SFG_SAVE_SIZE]) |
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{ |
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} |
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void SFG_processEvent(uint8_t event, uint8_t data) |
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{ |
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} |
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]) |
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{ |
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return 0; |
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} |
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void SFG_playSound(uint8_t soundIndex, uint8_t volume) |
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{ |
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switch (soundIndex) |
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{ |
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case 0: Piezo.tone(120, 45); break; // shot
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case 1: Piezo.tone(200, 30); break; // door
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case 2: Piezo.tone(80, 60); break; // explosion
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case 3: Piezo.tone(220, 50); break; // click
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case 4: Piezo.tone(180, 60); break; // plasma
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case 5: Piezo.tone(300, 10); break; // monster
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default: break; |
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} |
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} |
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// create button callbacks:
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#define cbf(b,n) void b ## _down() { buttons[n] = 255; } void b ## _up() { buttons[n] = 0; } |
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cbf(BTN_UP,0) |
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cbf(BTN_RIGHT,1) |
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cbf(BTN_DOWN,2) |
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cbf(BTN_LEFT,3) |
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cbf(BTN_A,4) |
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cbf(BTN_B,5) |
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cbf(BTN_C,6) |
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#undef cbf |
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void setup() |
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{
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Nibble.begin(); |
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display = Nibble.getDisplay(); |
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sprite = display->getBaseSprite(); |
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SFG_init(); |
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for (uint8_t i = 0; i < 7; ++i) |
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buttons[i] = 0; |
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// move palette to RAM plus increase brightness of the colors:
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for (int i = 0; i < 256; ++i) |
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{
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int helper = i % 8; |
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helper = (helper < 8 - PLUS_BRIGHTNESS) ? PLUS_BRIGHTNESS : (7 - helper); |
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paletteRAM[i] = pgm_read_word(paletteRGB565 + i + helper); |
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} |
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// register button callbacks:
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#define cb(b) \ |
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Input::getInstance()->setBtnPressCallback(b,b ## _down); \
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Input::getInstance()->setBtnReleaseCallback(b,b ## _up); |
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cb(BTN_UP) |
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cb(BTN_DOWN) |
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cb(BTN_LEFT) |
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cb(BTN_RIGHT) |
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cb(BTN_A) |
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cb(BTN_B) |
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cb(BTN_C) |
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#undef cb |
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} |
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void loop() |
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{ |
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Input::getInstance()->loop(0); |
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SFG_mainLoopBody(); |
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display->commit();
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} |
After Width: | Height: | Size: 1.4 MiB |
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