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