2023-04-26 05:32:28 +10:00
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#![no_std]
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#![no_main]
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#![cfg_attr(test, feature(custom_test_frameworks))]
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#![cfg_attr(test, reexport_test_harness_main = "test_main")]
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#![cfg_attr(test, test_runner(agb::test_runner::test_runner))]
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2023-04-26 06:01:04 +10:00
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#![deny(clippy::all)]
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2023-04-26 05:32:28 +10:00
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extern crate alloc;
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use agb::{
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display::{
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self,
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2023-04-26 06:00:26 +10:00
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affine::AffineMatrix,
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2023-04-26 05:32:28 +10:00
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object::{
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AffineMatrixInstance, AffineMode, Graphics, OamIterator, ObjectUnmanaged, Sprite,
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2023-04-26 06:00:26 +10:00
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SpriteLoader, SpriteVram, Tag,
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2023-04-26 05:32:28 +10:00
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},
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palette16::Palette16,
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},
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fixnum::{num, Num, Vector2D},
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include_aseprite,
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input::{Button, ButtonController},
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rng,
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};
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use alloc::{boxed::Box, collections::VecDeque, vec::Vec};
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type Number = Num<i32, 8>;
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struct Saw {
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object: ObjectUnmanaged,
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position: Vector2D<Number>,
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angle: Number,
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rotation_speed: Number,
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}
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enum Colour {
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Red,
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Blue,
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}
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struct Circle {
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colour: Colour,
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position: Vector2D<Number>,
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}
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#[derive(Clone)]
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struct SpriteCache {
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saw: SpriteVram,
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blue: SpriteVram,
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red: SpriteVram,
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numbers: Box<[SpriteVram]>,
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}
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#[derive(Clone, Copy, PartialEq, Eq)]
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enum DrawDirection {
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Left,
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Right,
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}
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fn draw_number(
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mut number: u32,
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position: Vector2D<i32>,
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oam: &mut OamIterator,
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direction: DrawDirection,
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sprite_cache: &SpriteCache,
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) {
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let mut digits = Vec::new();
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if number == 0 {
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digits.push(0);
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}
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while number != 0 {
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digits.push(number % 10);
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number /= 10;
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}
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let mut current_position = if direction == DrawDirection::Right {
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position + (4 * (digits.len() - 1) as i32, 0).into()
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} else {
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position
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};
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for digit in digits {
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let mut obj = ObjectUnmanaged::new(sprite_cache.numbers[digit as usize].clone());
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obj.show().set_position(current_position);
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if let Some(slot) = oam.next() {
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slot.set(&obj);
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}
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current_position -= (4, 0).into();
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}
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}
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impl SpriteCache {
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fn new(loader: &mut SpriteLoader) -> Self {
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const SPRITES: &Graphics = include_aseprite!(
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"gfx/circles.aseprite",
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"gfx/saw.aseprite",
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"gfx/numbers.aseprite"
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);
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const NUMBERS: &Tag = SPRITES.tags().get("numbers");
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const BLUE_CIRCLE: &Sprite = SPRITES.tags().get("Blue").sprite(0);
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const RED_CIRCLE: &Sprite = SPRITES.tags().get("Red").sprite(0);
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const SAW: &Sprite = SPRITES.tags().get("Saw").sprite(0);
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Self {
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saw: loader.get_vram_sprite(SAW),
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blue: loader.get_vram_sprite(BLUE_CIRCLE),
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red: loader.get_vram_sprite(RED_CIRCLE),
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numbers: (0..10)
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.map(|x| NUMBERS.sprite(x))
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.map(|x| loader.get_vram_sprite(x))
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.collect::<Vec<_>>()
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.into_boxed_slice(),
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}
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}
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}
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struct Game {
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settings: FinalisedSettings,
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circles: VecDeque<Circle>,
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saws: VecDeque<Saw>,
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head_position: Vector2D<Number>,
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phase_time: Number,
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input: ButtonController,
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frame_since_last_saw: i32,
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alive_frames: u32,
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}
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enum GameState {
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Continue,
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Loss(u32),
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}
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impl Game {
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fn from_settings(settings: Settings) -> Self {
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let finalised = settings.to_finalised_settings();
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let mut circles = VecDeque::with_capacity(finalised.number_of_circles);
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for idx in 0..finalised.number_of_circles {
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circles.push_back(Circle {
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colour: Colour::Red,
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position: Vector2D::new(
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finalised.speed * idx as i32 - 4,
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settings.head_start_position.y,
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),
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})
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}
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Game {
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input: agb::input::ButtonController::new(),
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settings: finalised,
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circles,
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saws: VecDeque::new(),
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head_position: settings.head_start_position,
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phase_time: 0.into(),
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frame_since_last_saw: 0,
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alive_frames: 0,
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}
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}
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fn frame(&mut self, sprite_cache: &SpriteCache) -> GameState {
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self.input.update();
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let (height, colour) = if self.input.is_pressed(Button::A) {
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(self.settings.wave_height_ability, Colour::Blue)
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} else {
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(self.settings.wave_height_normal, Colour::Red)
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};
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let next_phase_time = self.phase_time + self.settings.phase_speed;
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let this_frame_y_delta = next_phase_time.cos() - self.phase_time.cos();
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self.phase_time = next_phase_time % num!(1.);
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let this_frame_y_delta = this_frame_y_delta * height;
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self.head_position.y += this_frame_y_delta;
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// update circles
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for circle in self.circles.iter_mut() {
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circle.position.x -= self.settings.speed;
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}
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self.circles.pop_front();
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// generate circle
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let circle = Circle {
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colour,
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position: self.head_position,
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};
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self.circles.push_back(circle);
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// update saws + check for death
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let mut saw_has_hit_head = false;
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let mut number_of_saws_to_pop = 0;
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for (idx, saw) in self.saws.iter_mut().enumerate() {
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saw.position.x -= self.settings.speed;
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if saw.position.x < (-32).into() {
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number_of_saws_to_pop = idx + 1;
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}
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saw.angle += saw.rotation_speed;
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let angle_affine_matrix = AffineMatrix::from_rotation(saw.angle);
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saw.object.set_affine_matrix(AffineMatrixInstance::new(
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angle_affine_matrix.to_object_wrapping(),
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));
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saw.object.show_affine(AffineMode::Affine);
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saw.object
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.set_position(saw.position.floor() - (16, 16).into());
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if (saw.position - self.head_position).magnitude_squared()
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< ((16 + 4) * (16 + 4)).into()
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{
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saw_has_hit_head = true;
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}
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}
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// destroy saws
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for _ in 0..number_of_saws_to_pop {
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self.saws.pop_front();
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}
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// create saw
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self.frame_since_last_saw -= 1;
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if self.frame_since_last_saw <= 0 {
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self.frame_since_last_saw = self.settings.frames_between_saws;
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let mut rotation_direction = rng::gen().signum();
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if rotation_direction == 0 {
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rotation_direction = 1;
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}
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let rotation_magnitude =
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Number::from_raw(rng::gen().abs() % (1 << 8)) % num!(0.02) + num!(0.005);
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let rotation_speed = rotation_magnitude * rotation_direction;
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let saw = Saw {
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object: ObjectUnmanaged::new(sprite_cache.saw.clone()),
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position: (300, rng::gen().rem_euclid(display::HEIGHT)).into(),
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angle: 0.into(),
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rotation_speed,
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};
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self.saws.push_back(saw);
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}
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self.alive_frames += 1;
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let out_of_bounds_death = self.head_position.y.floor() < -4
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|| (self.head_position.y + 1).floor() > display::HEIGHT + 4;
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if saw_has_hit_head || out_of_bounds_death {
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GameState::Loss(self.alive_frames)
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} else {
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GameState::Continue
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}
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}
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fn render(&self, oam: &mut OamIterator, sprite_cache: &SpriteCache) {
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for saw in self.saws.iter() {
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if let Some(slot) = oam.next() {
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slot.set(&saw.object);
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}
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}
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for circle in self.circles.iter() {
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if let Some(slot) = oam.next() {
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let mut object = ObjectUnmanaged::new(match circle.colour {
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Colour::Red => sprite_cache.red.clone(),
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Colour::Blue => sprite_cache.blue.clone(),
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});
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object
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.show()
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.set_position(circle.position.floor() - (4, 4).into());
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slot.set(&object);
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}
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}
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}
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}
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struct Settings {
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phase_speed: Number,
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frames_between_saws: i32,
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speed: Number,
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head_start_position: Vector2D<Number>,
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wave_height_normal: Number,
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wave_height_ability: Number,
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}
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impl Settings {
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fn to_finalised_settings(&self) -> FinalisedSettings {
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FinalisedSettings {
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number_of_circles: ((self.head_start_position.x + 4) / self.speed + 1)
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.floor()
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.try_into()
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.expect("number should be positive"),
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speed: self.speed,
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phase_speed: self.phase_speed,
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frames_between_saws: self.frames_between_saws,
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wave_height_ability: self.wave_height_ability,
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wave_height_normal: self.wave_height_normal,
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}
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}
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}
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struct FinalisedSettings {
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wave_height_normal: Number,
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wave_height_ability: Number,
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phase_speed: Number,
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frames_between_saws: i32,
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speed: Number,
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number_of_circles: usize,
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}
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pub fn main(mut gba: agb::Gba) -> ! {
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let (mut unmanaged, mut sprites) = gba.display.object.get_unmanaged();
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let sprite_cache = SpriteCache::new(&mut sprites);
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let (_background, mut vram) = gba.display.video.tiled0();
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vram.set_background_palettes(&[Palette16::new([u16::MAX; 16])]);
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let vblank = agb::interrupt::VBlank::get();
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let mut max_score = 0;
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loop {
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let mut game = Game::from_settings(Settings {
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phase_speed: num!(0.02),
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frames_between_saws: 60,
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speed: num!(1.),
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head_start_position: (40, 100).into(),
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wave_height_normal: 20.into(),
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wave_height_ability: 5.into(),
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});
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loop {
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let state = game.frame(&sprite_cache);
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if game.alive_frames > max_score {
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max_score = game.alive_frames;
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}
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vblank.wait_for_vblank();
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let oam_frame = &mut unmanaged.iter();
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draw_number(
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max_score,
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(display::WIDTH - 4, 1).into(),
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oam_frame,
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DrawDirection::Left,
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&sprite_cache,
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);
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draw_number(
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game.alive_frames,
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(1, 1).into(),
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oam_frame,
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DrawDirection::Right,
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&sprite_cache,
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);
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game.render(oam_frame, &sprite_cache);
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2023-04-26 06:00:26 +10:00
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if let GameState::Loss(_) = state {
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2023-04-26 05:32:28 +10:00
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for _ in 0..30 {
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vblank.wait_for_vblank();
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}
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break;
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}
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}
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}
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}
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