/** @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 #define SFG_IMMORTAL 1 #define SFG_INFINITE_AMMO 1 #define SFG_ARDUINO 1 #define SFG_CAN_EXIT 0 #define SFG_FPS 17 #define SFG_SCREEN_RESOLUTION_X 78 #define SFG_SCREEN_RESOLUTION_Y 64 #define SFG_RESOLUTION_SCALEDOWN 1 #define SFG_RAYCASTING_MAX_STEPS 11 #define SFG_RAYCASTING_MAX_HITS 3 #define SFG_RAYCASTING_SUBSAMPLE 3 #define SFG_DIMINISH_SPRITES 0 #define SFG_DITHERED_SHADOW 0 #define SFG_PLAYER_TURN_SPEED 150 #include "game.h" Gamebuino_Meta::Color palette[256]; uint8_t blinkFramesLeft; void blinkLED(Gamebuino_Meta::Color color) { gb.lights.fill(color); blinkFramesLeft = 5; } const Gamebuino_Meta::SaveDefault saveDefault[] = { { 0, SAVETYPE_BLOB, SFG_SAVE_SIZE, 0 } }; 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; } 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; } } void SFG_getMouseOffset(int16_t *x, int16_t *y) { } void SFG_enableMusic(uint8_t enable) { } void SFG_save(uint8_t data[SFG_SAVE_SIZE]) { gb.save.set(0,data,SFG_SAVE_SIZE); } uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]) { gb.save.get(0,data,SFG_SAVE_SIZE); return 1; } void SFG_playSound(uint8_t soundIndex, uint8_t volume) { switch (soundIndex) { case 2: gb.sound.playCancel(); break; case 5: gb.sound.playOK(); break; default: gb.sound.playTick(); break; } } uint32_t SFG_getTimeMs() { return gb.frameStartMicros / 1000; } void setup() { gb.begin(); gb.setFrameRate(SFG_FPS); gb.save.config(saveDefault); 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(); blinkLED(RED); } void loop() { while(!gb.update()) { } if (blinkFramesLeft != 0) { if (blinkFramesLeft == 1) gb.lights.clear(); blinkFramesLeft--; } SFG_mainLoopBody(); #if 0 // debuggin performance gb.display.setCursor(1,1); gb.display.print(gb.getCpuLoad()); #endif }