anarch/main_nibble.ino

150 lines
3.0 KiB
C++

/**
@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 <Arduino.h>
#include <EEPROM.h>
#include <CircuitOS.h>
#include <Nibble.h>
#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();
}