agb/examples/hyperspace-roll/src/main.rs

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// Games made using `agb` are no_std which means you don't have access to the standard
// rust library. This is because the game boy advance doesn't really have an operating
// system, so most of the content of the standard library doesn't apply.
//
// Provided you haven't disabled it, agb does provide an allocator, so it is possible
// to use both the `core` and the `alloc` built in crates.
#![no_std]
// `agb` defines its own `main` function, so you must declare your game's main function
// using the #[agb::entry] proc macro. Failing to do so will cause failure in linking
// which won't be a particularly clear error message.
#![no_main]
#![cfg_attr(test, feature(custom_test_frameworks))]
#![cfg_attr(test, reexport_test_harness_main = "test_main")]
#![cfg_attr(test, test_runner(agb::test_runner::test_runner))]
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use agb::display::object::ObjectController;
use agb::display::tiled::{TiledMap, VRamManager};
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use agb::display::Priority;
use agb::interrupt::VBlank;
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use agb::{display, sound::mixer::Frequency};
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extern crate alloc;
use alloc::vec;
use alloc::vec::Vec;
mod background;
mod battle;
mod customise;
mod graphics;
mod level_generation;
mod save;
mod sfx;
use background::{show_title_screen, StarBackground};
use battle::BattleResult;
use graphics::NumberDisplay;
use sfx::Sfx;
#[derive(Clone, Copy, PartialEq, Eq, Debug, Hash)]
pub enum Face {
Shoot,
Shield,
Malfunction,
Heal,
Bypass,
DoubleShot,
TripleShot,
Blank,
Disrupt,
MalfunctionShot,
DoubleShield,
TripleShield,
DoubleShieldValue,
DoubleShotValue,
TripleShotValue,
BurstShield,
Invert,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug, Hash)]
pub enum Ship {
Player,
Drone,
PilotedShip,
Shield,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug, Hash)]
pub enum EnemyAttackType {
Attack,
Shield,
Heal,
}
#[derive(Debug, Clone)]
pub struct Die {
faces: [Face; 6],
}
impl Die {
/// roll this die (potentially using the custom probabilities, should we implement that) and return which face index is showing
fn roll(&self) -> Face {
let n = agb::rng::gen().rem_euclid(6);
self.faces[n as usize]
}
}
#[derive(Debug, Clone)]
pub struct PlayerDice {
dice: Vec<Die>,
}
struct Agb<'a> {
obj: ObjectController,
vblank: VBlank,
star_background: StarBackground<'a>,
vram: VRamManager,
sfx: Sfx<'a>,
}
fn main(mut gba: agb::Gba) -> ! {
save::init_save(&mut gba).expect("Could not initialize save game");
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if save::load_high_score() > 1000 {
save::save_high_score(&mut gba, 0).expect("Could not reset high score");
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}
let gfx = gba.display.object.get();
let vblank = agb::interrupt::VBlank::get();
let (tiled, mut vram) = gba.display.video.tiled0();
let mut background0 = tiled.background(
Priority::P0,
display::tiled::RegularBackgroundSize::Background64x32,
);
let mut background1 = tiled.background(
Priority::P0,
display::tiled::RegularBackgroundSize::Background64x32,
);
let mut card_descriptions = tiled.background(
Priority::P1,
display::tiled::RegularBackgroundSize::Background32x32,
);
let mut help_background = tiled.background(
Priority::P1,
display::tiled::RegularBackgroundSize::Background32x32,
);
let basic_die = Die {
faces: [
Face::Shoot,
Face::Shield,
Face::Blank,
Face::Malfunction,
Face::Blank,
Face::Blank,
],
};
let mut star_background = StarBackground::new(&mut background0, &mut background1, &mut vram);
star_background.commit(&mut vram);
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let mut mixer = gba.mixer.mixer(Frequency::Hz32768);
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mixer.enable();
let _interrupt_handler = mixer.setup_interrupt_handler();
let sfx = Sfx::new(&mut mixer);
let mut agb = Agb {
obj: gfx,
vblank,
star_background,
vram,
sfx,
};
loop {
let mut dice = PlayerDice {
dice: vec![basic_die.clone(); 2],
};
let mut current_level = 1;
agb.sfx.title_screen();
{
show_title_screen(&mut help_background, &mut agb.vram, &mut agb.sfx);
let mut score_display = NumberDisplay::new((216, 9).into());
score_display.set_value(Some(save::load_high_score()), &agb.obj);
agb.obj.commit();
agb.star_background.hide();
let mut input = agb::input::ButtonController::new();
loop {
let _ = agb::rng::gen();
input.update();
if input.is_just_pressed(agb::input::Button::all()) {
break;
}
agb.vblank.wait_for_vblank();
agb.sfx.frame();
}
}
agb.obj.commit();
help_background.hide();
help_background.clear(&mut agb.vram);
help_background.commit(&mut agb.vram);
agb.sfx.frame();
background::load_palettes(&mut agb.vram);
agb.star_background.show();
loop {
dice = customise::customise_screen(
&mut agb,
dice.clone(),
&mut card_descriptions,
&mut help_background,
current_level,
);
let result =
battle::battle_screen(&mut agb, dice.clone(), current_level, &mut help_background);
match result {
BattleResult::Win => {}
BattleResult::Loss => {
agb.obj.commit();
agb.sfx.customise();
if save::load_high_score() < current_level {
save::save_high_score(&mut gba, current_level)
.expect("Could not save high score");
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}
break;
}
}
current_level += 1;
if current_level % 5 == 0 && dice.dice.len() < 5 {
dice.dice.push(basic_die.clone());
}
}
}
}
#[agb::entry]
fn entry(mut gba: agb::Gba) -> ! {
main(gba)
}