agb/examples/combo/src/lib.rs

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#![no_std]
#![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))]
extern crate alloc;
use alloc::boxed::Box;
use agb::{
display::{
tiled::{InfiniteScrolledMap, RegularBackgroundSize, TileFormat, TileSet, TileSetting},
Priority,
},
fixnum::{Num, Vector2D},
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include_background_gfx,
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input::Button,
};
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum Game {
TheHatChoosesTheWizard,
ThePurpleNight,
HyperspaceRoll,
}
impl Game {
fn launch_game(self, gba: agb::Gba) -> ! {
match self {
Game::TheHatChoosesTheWizard => the_hat_chooses_the_wizard::main(gba),
Game::ThePurpleNight => the_purple_night::main(gba),
Game::HyperspaceRoll => hyperspace_roll::main(gba),
}
}
fn from_index(index: i32) -> Game {
match index.rem_euclid(3) {
0 => Game::TheHatChoosesTheWizard,
1 => Game::ThePurpleNight,
2 => Game::HyperspaceRoll,
_ => unreachable!("game out of index in an unreachable manner"),
}
}
}
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include_background_gfx!(
games, "121105",
hat => "gfx/hat.png",
purple => "gfx/purple.png",
hyperspace => "gfx/hyperspace.png"
);
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fn get_game(gba: &mut agb::Gba) -> Game {
let mut input = agb::input::ButtonController::new();
let vblank = agb::interrupt::VBlank::get();
let (tile, mut vram) = gba.display.video.tiled0();
let hat = TileSet::new(games::hat.tiles, TileFormat::FourBpp);
let purple = TileSet::new(games::purple.tiles, TileFormat::FourBpp);
let hyperspace = TileSet::new(games::hyperspace.tiles, TileFormat::FourBpp);
let tiles = [hat, purple, hyperspace];
let palette_assignments = &[
games::hat.palette_assignments,
games::purple.palette_assignments,
games::hyperspace.palette_assignments,
];
vram.set_background_palettes(games::PALETTES);
let mut bg = InfiniteScrolledMap::new(
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tile.background(
Priority::P0,
RegularBackgroundSize::Background32x32,
TileFormat::FourBpp,
),
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Box::new(|pos| {
let y = pos.y.rem_euclid(20);
let x = pos.x.rem_euclid(30);
let game = (pos.x).rem_euclid(90) as usize / 30;
let tile_id = (y * 30 + x) as usize;
(
&tiles[game],
TileSetting::new(
tile_id as u16,
false,
false,
palette_assignments[game][tile_id],
),
)
}),
);
bg.init(&mut vram, (0, 0).into(), &mut || {});
bg.set_pos(&mut vram, (0, 0).into());
bg.commit(&mut vram);
bg.show();
let mut position: Vector2D<Num<i32, 8>> = (0, 0).into();
let mut game_idx = 0;
let game = loop {
let lr: agb::input::Tri = (
input.is_just_pressed(Button::LEFT),
input.is_just_pressed(Button::RIGHT),
)
.into();
game_idx += lr as i32;
if (position.x - game_idx * 30 * 8).abs() < Num::new(1) / 2 {
position.x = Num::new(game_idx * 30 * 8);
}
position.x +=
((Num::new(game_idx * 30 * 8) - position.x) / 8).clamp(-Num::new(8), Num::new(8));
bg.set_pos(&mut vram, position.floor());
vblank.wait_for_vblank();
bg.commit(&mut vram);
input.update();
if input.is_just_pressed(Button::A) {
break Game::from_index(game_idx);
}
};
bg.hide();
bg.clear(&mut vram);
bg.commit(&mut vram);
game
}
pub fn main(mut gba: agb::Gba) -> ! {
get_game(&mut gba).launch_game(gba)
}