Use agb's random rather than own implementation

This commit is contained in:
Gwilym Kuiper 2022-03-23 22:08:53 +00:00
parent a57043604d
commit 7ad52a2974
3 changed files with 14 additions and 50 deletions

View file

@ -3,15 +3,12 @@
extern crate alloc;
mod rng;
mod sfx;
use core::cmp::Ordering;
use alloc::{boxed::Box, vec::Vec};
use rng::get_random;
use agb::{
display::{
object::{Graphics, Object, ObjectController, Sprite, Tag, TagMap},
@ -21,6 +18,7 @@ use agb::{
fixnum::{FixedNum, Rect, Vector2D},
input::{Button, ButtonController, Tri},
interrupt::VBlank,
rng,
};
use generational_arena::Arena;
use sfx::Sfx;
@ -1117,7 +1115,7 @@ impl MiniFlameData {
self.sprite_offset = 0;
self.state = MiniFlameState::Dead;
if get_random() % 4 == 0 {
if rng::next() % 4 == 0 {
instruction = UpdateInstruction::CreateParticle(
ParticleData::new_health(),
entity.position,
@ -1140,7 +1138,7 @@ impl MiniFlameData {
self.sprite_offset = 0;
self.state = MiniFlameState::Dead;
if get_random() % 4 == 0 {
if rng::next() % 4 == 0 {
instruction = UpdateInstruction::CreateParticle(
ParticleData::new_health(),
entity.position,
@ -1705,7 +1703,7 @@ impl<'a> Boss<'a> {
Self {
entity,
health: 5,
target_location: get_random().rem_euclid(5) as u8,
target_location: rng::next().rem_euclid(5) as u8,
state: BossActiveState::Damaged(60),
timer: 0,
screen_coords,
@ -1806,9 +1804,9 @@ impl<'a> Boss<'a> {
fn commit(&mut self, offset: Vector2D<Number>) {
let shake = if self.shake_magnitude != 0.into() {
(
Number::from_raw(get_random()).rem_euclid(self.shake_magnitude)
Number::from_raw(rng::next()).rem_euclid(self.shake_magnitude)
- self.shake_magnitude / 2,
Number::from_raw(get_random()).rem_euclid(self.shake_magnitude)
Number::from_raw(rng::next()).rem_euclid(self.shake_magnitude)
- self.shake_magnitude / 2,
)
.into()
@ -1821,8 +1819,8 @@ impl<'a> Boss<'a> {
}
fn explode(&self, enemies: &mut Arena<Enemy<'a>>, object_controller: &'a ObjectController) {
for _ in 0..(6 - self.health) {
let x_offset: Number = Number::from_raw(get_random()).rem_euclid(2.into()) - 1;
let y_offset: Number = Number::from_raw(get_random()).rem_euclid(2.into()) - 1;
let x_offset: Number = Number::from_raw(rng::next()).rem_euclid(2.into()) - 1;
let y_offset: Number = Number::from_raw(rng::next()).rem_euclid(2.into()) - 1;
let mut flame = Enemy::new(
object_controller,
EnemyData::MiniFlame(MiniFlameData::new()),
@ -1835,7 +1833,7 @@ impl<'a> Boss<'a> {
fn get_next_target_location(&self) -> u8 {
loop {
let a = get_random().rem_euclid(5) as u8;
let a = rng::next().rem_euclid(5) as u8;
if a != self.target_location {
break a;
}
@ -1980,8 +1978,8 @@ impl<'a> Game<'a> {
if self.shake_time > 0 {
let size = self.shake_time.min(4) as i32;
let offset: Vector2D<Number> = (
Number::from_raw(get_random()) % size - Number::new(size) / 2,
Number::from_raw(get_random()) % size - Number::new(size) / 2,
Number::from_raw(rng::next()) % size - Number::new(size) / 2,
Number::from_raw(rng::next()) % size - Number::new(size) / 2,
)
.into();
this_frame_offset += offset;
@ -2298,7 +2296,7 @@ fn game_with_level(gba: &mut agb::Gba) {
}
}
get_random(); // advance RNG to make it less predictable between runs
rng::next(); // advance RNG to make it less predictable between runs
};
game.clear(&mut vram);

View file

@ -1,34 +0,0 @@
struct RandomNumberGenerator {
state: [u32; 4],
}
impl RandomNumberGenerator {
const fn new() -> Self {
Self {
state: [1014776995, 476057059, 3301633994, 706340607],
}
}
fn next(&mut self) -> i32 {
let result = (self.state[0].wrapping_add(self.state[3]))
.rotate_left(7)
.wrapping_mul(9);
let t = self.state[1].wrapping_shr(9);
self.state[2] ^= self.state[0];
self.state[3] ^= self.state[1];
self.state[1] ^= self.state[2];
self.state[0] ^= self.state[3];
self.state[2] ^= t;
self.state[3] = self.state[3].rotate_left(11);
result as i32
}
}
static mut RANDOM_GENERATOR: RandomNumberGenerator = RandomNumberGenerator::new();
pub fn get_random() -> i32 {
unsafe { &mut RANDOM_GENERATOR }.next()
}

View file

@ -1,5 +1,5 @@
use super::rng::get_random;
use agb::fixnum::Num;
use agb::rng;
use agb::sound::mixer::{ChannelId, Mixer, SoundChannel};
const BAT_DEATH: &[u8] = agb::include_wav!("sfx/BatDeath.wav");
@ -85,7 +85,7 @@ impl<'a> Sfx<'a> {
}
pub fn jump(&mut self) {
let r = get_random() % 3;
let r = rng::next() % 3;
let channel = match r {
0 => SoundChannel::new(JUMP1),