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150 lines
3.0 KiB
C++
150 lines
3.0 KiB
C++
/**
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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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}
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