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173 lines
3.6 KiB
C++
173 lines
3.6 KiB
C++
/**
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@file main_gbmeta.ino
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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.
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To compile using Arduin IDE you need to copy this file as well as all
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necessary .h files into a project folder, then open the project and compile.
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Do NOT put .c and .cpp files into the folder, stupid Arduino tries to compile
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them even if they're not needed.
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DON'T FORGET to set compiler flag to -O3 (default is -Os). With Arduino IDE
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this is done in platform.txt file.
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by Miloslav Ciz (drummyfish), 2019
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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
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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 <Gamebuino-Meta.h>
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#define SFG_ARDUINO 1
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#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
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#define SFG_RESOLUTION_SCALEDOWN 1
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#define SFG_RAYCASTING_MAX_STEPS 11
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#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"
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Gamebuino_Meta::Color palette[256];
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uint8_t blinkFramesLeft;
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void blinkLED(Gamebuino_Meta::Color color)
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{
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gb.lights.fill(color);
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blinkFramesLeft = 5;
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}
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const Gamebuino_Meta::SaveDefault saveDefault[] =
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{ { 0, SAVETYPE_BLOB, SFG_SAVE_SIZE, 0 } };
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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{
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Gamebuino_Meta::Color c = palette[colorIndex];
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gb.display.drawPixel(x,y,c);
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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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Gamebuino_Meta::Button button;
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switch (key)
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{
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case SFG_KEY_UP: button = BUTTON_UP; break;
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case SFG_KEY_RIGHT: button = BUTTON_RIGHT; break;
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case SFG_KEY_DOWN: button = BUTTON_DOWN; break;
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case SFG_KEY_LEFT: button = BUTTON_LEFT; break;
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case SFG_KEY_A: button = BUTTON_A; break;
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case SFG_KEY_B: button = BUTTON_B; break;
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case SFG_KEY_C: button = BUTTON_MENU; break;
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default: return 0; break;
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}
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return gb.buttons.timeHeld(button) > 0;
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}
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void SFG_processEvent(uint8_t event, uint8_t value)
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{
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switch (event)
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{
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case SFG_EVENT_LEVEL_STARTS: blinkLED(BLUE); break;
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case SFG_EVENT_PLAYER_HURT: blinkLED(RED); break;
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case SFG_EVENT_LEVEL_WON: blinkLED(YELLOW); break;
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default: break;
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}
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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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gb.save.set(0,data,SFG_SAVE_SIZE);
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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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gb.save.get(0,data,SFG_SAVE_SIZE);
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return 1;
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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 2:
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gb.sound.playCancel();
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break;
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case 5:
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gb.sound.playOK();
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break;
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default:
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gb.sound.playTick();
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break;
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}
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}
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uint32_t SFG_getTimeMs()
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{
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return gb.frameStartMicros / 1000;
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}
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void setup()
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{
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gb.begin();
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gb.setFrameRate(SFG_FPS);
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gb.save.config(saveDefault);
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for (int i = 0; i < 256; ++i)
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{
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uint16_t rgb565 = paletteRGB565[i];
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palette[i] = gb.createColor((rgb565 & 0xf800) >> 8,(rgb565 & 0x07e0) >> 3,(rgb565 & 0x001f) << 3);
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}
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SFG_init();
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blinkLED(RED);
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}
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void loop()
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{
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while(!gb.update())
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{
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}
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if (blinkFramesLeft != 0)
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{
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if (blinkFramesLeft == 1)
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gb.lights.clear();
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blinkFramesLeft--;
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}
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SFG_mainLoopBody();
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#if 0
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// debuggin performance
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gb.display.setCursor(1,1);
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gb.display.print(gb.getCpuLoad());
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#endif
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}
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