jam version of hyperspace roll

This commit is contained in:
Corwin 2022-07-24 21:33:51 +01:00
parent cdba323b39
commit 8bb2094e34
74 changed files with 4752 additions and 0 deletions

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[unstable]
build-std = ["core", "alloc"]
build-std-features = ["compiler-builtins-mem"]
sparse-registry = true
[build]
target = "thumbv4t-none-eabi"
[target.thumbv4t-none-eabi]
rustflags = ["-Clink-arg=-Tgba.ld"]
runner = "mgba-qt"

439
examples/hyperspace-roll/Cargo.lock generated Normal file
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[package]
name = "gmtk22"
version = "0.1.0"
authors = [""]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
agb = { version = "0.9.2", path = "../agb/agb", features = ["freq32768"] }
bare-metal = "1"
[profile.dev]
opt-level = 2
debug = true
[profile.release]
panic = "abort"
lto = true
debug = true

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# AGBRS template
## A basic template example for agb projects
This makes getting started with a new project for the Game Boy Advance in rust really simple, by providing
all the boiler plate files for you.
## Building
### Prerequisites
You will need the following installed in order to build and run this project:
* A recent version of `rustup`. See the [rust website](https://www.rust-lang.org/tools/install) for instructions for your operating system
* `arm-none-eabi-binutils` for assembling and linking
* Windows: [GNU Arm Embedded Toolchain](https://developer.arm.com/tools-and-software/open-source-software/developer-tools/gnu-toolchain/gnu-rm/downloads).
Make sure you select "Add path to environment variable" during the install
* Debian and derivatives (e.g. Ubuntu, raspberry pi OS, linux mint): `sudo apt install binutils-arm-none-eabi`
* Arch linux and derivatives: `sudo pacman -S arm-none-eabi-binutils`
You will also want to install an emulator. The best support in agb is with [mgba](https://mgba.io), with
`println!` support via `agb::println!` but any emulator should work. You'll get the best experience if
`mgba-qt` is in your `PATH`.
If you want to run your game on real hardware, you will also need to install `gbafix` which you can do after installing
rust with the following: `cargo install gbafix`. This is not required if you are only running your game in an emulator.
### Running in an emulator
Once you have the prerequisites installed, you should be able to build using
```sh
cargo build
```
or in release mode (recommended for the final version to ship to players)
```sh
cargo build --release
```
The resulting file will be in `target/thumbv4t-none-eabi/debug/<your game>` or `target/thumbv4t-none-eabi/release/<your game>` depending on
whether you did a release or debug build.
If you have `mgba-qt` in your path, you will be able to run your game with
```sh
cargo run
```
or in release mode
```sh
cargo run --release
```
## Starting development
You can find the documentation for agb [here](https://docs.rs/agb/latest/agb/).
You may also want to change the package name and version in `Cargo.toml` before you start.
## Shipping a .gba file for real hardware
To make a game run on real hardware, you will need to convert the built file into a file suitable for
running on the real thing.
First build the binary in release mode using the instructions above, then do the following:
```sh
arm-none-eabi-objcopy -O binary target/thumbv4t-none-eabi/release/<your game> <your game>.gba
gbafix <your game>.gba
```

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fn main() {}

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OUTPUT_FORMAT("elf32-littlearm", "elf32-bigarm", "elf32-littlearm")
OUTPUT_ARCH(arm)
ENTRY(__start)
EXTERN(__RUST_INTERRUPT_HANDLER)
EXTERN(__agbabi_memset)
EXTERN(__agbabi_memcpy)
MEMORY {
ewram (w!x) : ORIGIN = 0x02000000, LENGTH = 256K
iwram (w!x) : ORIGIN = 0x03000000, LENGTH = 32K
rom (rx) : ORIGIN = 0x08000000, LENGTH = 32M
}
__text_start = ORIGIN(rom);
INPUT (agb.a)
SECTIONS {
. = __text_start;
.text : {
KEEP(*(.crt0));
*(.crt0 .crt0*);
*(.text .text*);
. = ALIGN(4);
} > rom
__text_end = .;
.rodata : {
*(.rodata .rodata.*);
. = ALIGN(4);
} > rom
__iwram_rom_start = .;
.iwram : {
__iwram_data_start = ABSOLUTE(.);
*(.iwram .iwram.*);
. = ALIGN(4);
*(.text_iwram .text_iwram.*);
. = ALIGN(4);
__iwram_data_end = ABSOLUTE(.);
} > iwram AT>rom
. = __iwram_rom_start + (__iwram_data_end - __iwram_data_start);
__ewram_rom_start = .;
.ewram : {
__ewram_data_start = ABSOLUTE(.);
*(.ewram .ewram.*);
. = ALIGN(4);
*(.data .data.*);
. = ALIGN(4);
__ewram_data_end = ABSOLUTE(.);
} > ewram AT>rom
.bss : {
*(.bss .bss.*);
. = ALIGN(4);
} > iwram
__iwram_rom_length_bytes = __iwram_data_end - __iwram_data_start;
__iwram_rom_length_halfwords = (__iwram_rom_length_bytes + 1) / 2;
__ewram_rom_length_bytes = __ewram_data_end - __ewram_data_start;
__ewram_rom_length_halfwords = (__ewram_rom_length_bytes + 1) / 2;
/* debugging sections */
/* Stabs */
.stab 0 : { *(.stab) }
.stabstr 0 : { *(.stabstr) }
.stab.excl 0 : { *(.stab.excl) }
.stab.exclstr 0 : { *(.stab.exclstr) }
.stab.index 0 : { *(.stab.index) }
.stab.indexstr 0 : { *(.stab.indexstr) }
.comment 0 : { *(.comment) }
/* DWARF 1 */
.debug 0 : { *(.debug) }
.line 0 : { *(.line) }
/* GNU DWARF 1 extensions */
.debug_srcinfo 0 : { *(.debug_srcinfo) }
.debug_sfnames 0 : { *(.debug_sfnames) }
/* DWARF 1.1 and DWARF 2 */
.debug_aranges 0 : { *(.debug_aranges) }
.debug_pubnames 0 : { *(.debug_pubnames) }
/* DWARF 2 */
.debug_info 0 : { *(.debug_info) }
.debug_abbrev 0 : { *(.debug_abbrev) }
.debug_line 0 : { *(.debug_line) }
.debug_frame 0 : { *(.debug_frame) }
.debug_str 0 : { *(.debug_str) }
.debug_loc 0 : { *(.debug_loc) }
.debug_macinfo 0 : { *(.debug_macinfo) }
/* SGI/MIPS DWARF 2 extensions */
.debug_weaknames 0 : { *(.debug_weaknames) }
.debug_funcnames 0 : { *(.debug_funcnames) }
.debug_typenames 0 : { *(.debug_typenames) }
.debug_varnames 0 : { *(.debug_varnames) }
.debug_ranges 0 : { *(.debug_ranges) }
/* discard anything not already mentioned */
/DISCARD/ : { *(*) }
}

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@ -0,0 +1,110 @@
OUTPUT_FORMAT("elf32-littlearm", "elf32-bigarm", "elf32-littlearm")
OUTPUT_ARCH(arm)
ENTRY(__start)
EXTERN(__RUST_INTERRUPT_HANDLER)
EXTERN(__agbabi_memset)
EXTERN(__agbabi_memcpy)
MEMORY {
ewram (w!x) : ORIGIN = 0x02000000, LENGTH = 256K
iwram (w!x) : ORIGIN = 0x03000000, LENGTH = 32K
}
__text_start = ORIGIN(ewram);
INPUT (agb.a)
SECTIONS {
. = __text_start;
.text : {
KEEP(*(.crt0));
*(.crt0 .crt0*);
*(.text .text*);
. = ALIGN(4);
} > rom
__text_end = .;
.rodata : {
*(.rodata .rodata.*);
. = ALIGN(4);
} > ewram
__iwram_rom_start = .;
.iwram : {
__iwram_data_start = ABSOLUTE(.);
*(.iwram .iwram.*);
. = ALIGN(4);
*(.text_iwram .text_iwram.*);
. = ALIGN(4);
__iwram_data_end = ABSOLUTE(.);
} > iwram AT>ewram
. = __iwram_rom_start + (__iwram_data_end - __iwram_data_start);
__ewram_rom_start = .;
.ewram : {
__ewram_data_start = ABSOLUTE(.);
*(.ewram .ewram.*);
. = ALIGN(4);
*(.data .data.*);
. = ALIGN(4);
__ewram_data_end = ABSOLUTE(.);
} > ewram AT>ewram
.bss : {
*(.bss .bss.*);
. = ALIGN(4);
} > iwram
__iwram_rom_length_bytes = __iwram_data_end - __iwram_data_start;
__iwram_rom_length_halfwords = (__iwram_rom_length_bytes + 1) / 2;
__ewram_rom_length_bytes = __ewram_data_end - __ewram_data_start;
__ewram_rom_length_halfwords = (__ewram_rom_length_bytes + 1) / 2;
/* debugging sections */
/* Stabs */
.stab 0 : { *(.stab) }
.stabstr 0 : { *(.stabstr) }
.stab.excl 0 : { *(.stab.excl) }
.stab.exclstr 0 : { *(.stab.exclstr) }
.stab.index 0 : { *(.stab.index) }
.stab.indexstr 0 : { *(.stab.indexstr) }
.comment 0 : { *(.comment) }
/* DWARF 1 */
.debug 0 : { *(.debug) }
.line 0 : { *(.line) }
/* GNU DWARF 1 extensions */
.debug_srcinfo 0 : { *(.debug_srcinfo) }
.debug_sfnames 0 : { *(.debug_sfnames) }
/* DWARF 1.1 and DWARF 2 */
.debug_aranges 0 : { *(.debug_aranges) }
.debug_pubnames 0 : { *(.debug_pubnames) }
/* DWARF 2 */
.debug_info 0 : { *(.debug_info) }
.debug_abbrev 0 : { *(.debug_abbrev) }
.debug_line 0 : { *(.debug_line) }
.debug_frame 0 : { *(.debug_frame) }
.debug_str 0 : { *(.debug_str) }
.debug_loc 0 : { *(.debug_loc) }
.debug_macinfo 0 : { *(.debug_macinfo) }
/* SGI/MIPS DWARF 2 extensions */
.debug_weaknames 0 : { *(.debug_weaknames) }
.debug_funcnames 0 : { *(.debug_funcnames) }
.debug_typenames 0 : { *(.debug_typenames) }
.debug_varnames 0 : { *(.debug_varnames) }
.debug_ranges 0 : { *(.debug_ranges) }
/* discard anything not already mentioned */
/DISCARD/ : { *(*) }
}

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version = "1.0"
[image.descriptions1]
filename = "descriptions1.png"
tile_size = "8x8"
transparent_colour = "121105"
[image.descriptions2]
filename = "descriptions2.png"
tile_size = "8x8"
transparent_colour = "121105"

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The FontStruction “Pixelated”
(http://fontstruct.com/fontstructions/show/426637) by “Greenma201” is
licensed under a Creative Commons Attribution Share Alike license
(http://creativecommons.org/licenses/by-sa/3.0/).

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version = "1.0"
[image.help]
filename = "help-text.png"
tile_size = "8x8"
transparent_colour = "121105"

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version = "1.0"
[image.stars]
filename = "stars.png"
tile_size = "8x8"
transparent_colour = "121105"
[image.title]
filename = "title-screen.png"
tile_size = "8x8"

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

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<html>
<body>
<center>
<iframe src="./emu.html" width="240" height="160"></iframe>
</center>
</body>
<style>
iframe {
width: min(100%, calc(100vh / (2/3)));
height: min(100%, calc(100vw / (2/3)));
border: 0;
}
</style>
</html>

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#!/bin/bash
rm -rf target/export
mkdir target/export
cp -r html target/export
cd target/export || exit
cargo build --release
arm-none-eabi-objcopy -O binary ../thumbv4t-none-eabi/release/gmtk22 "Hyperspace Roll.gba"
gbafix -tHYPERSPACE -cHYLL -mGC "Hyperspace Roll.gba"
cp "Hyperspace Roll.gba" html/game.gba
(cd html || return && zip -r ../html.zip .)

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[toolchain]
channel = "nightly"
components = ["rust-src", "clippy"]

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use agb::{
display::tiled::{RegularMap, TileFormat, TileSet, TileSetting, VRamManager},
include_gfx, rng,
};
use crate::sfx::Sfx;
include_gfx!("gfx/stars.toml");
include_gfx!("gfx/help.toml");
pub fn load_palettes(vram: &mut VRamManager) {
vram.set_background_palettes(&[
stars::stars.palettes[0].clone(),
crate::customise::DESCRIPTIONS_1_PALETTE.clone(),
crate::customise::DESCRIPTIONS_2_PALETTE.clone(),
help::help.palettes[0].clone(),
]);
}
pub(crate) fn load_help_text(
vram: &mut VRamManager,
background: &mut RegularMap,
help_text_line: u16,
at_tile: (u16, u16),
) {
let help_tileset = TileSet::new(help::help.tiles, agb::display::tiled::TileFormat::FourBpp);
for x in 0..16 {
background.set_tile(
vram,
(x + at_tile.0, at_tile.1).into(),
&help_tileset,
TileSetting::new(help_text_line * 16 + x, false, false, 3),
)
}
}
// Expects a 64x32 map
fn create_background_map(map: &mut RegularMap, vram: &mut VRamManager, stars_tileset: &TileSet) {
for x in 0..64u16 {
for y in 0..32u16 {
let blank = rng::gen().rem_euclid(32) < 30;
let tile_id = if blank {
(1 << 10) - 1
} else {
rng::gen().rem_euclid(64) as u16
};
let tile_setting = TileSetting::new(tile_id, false, false, 0);
map.set_tile(vram, (x, y).into(), stars_tileset, tile_setting);
}
}
map.set_scroll_pos((0u16, rng::gen().rem_euclid(8) as u16).into());
}
pub fn show_title_screen(background: &mut RegularMap, vram: &mut VRamManager, sfx: &mut Sfx) {
background.set_scroll_pos((0_u16, 0_u16).into());
vram.set_background_palettes(stars::title.palettes);
let tile_set = TileSet::new(stars::title.tiles, agb::display::tiled::TileFormat::FourBpp);
background.hide();
for x in 0..30u16 {
for y in 0..20u16 {
let tile_id = y * 30 + x;
background.set_tile(
vram,
(x, y).into(),
&tile_set,
TileSetting::new(
tile_id,
false,
false,
stars::title.palette_assignments[tile_id as usize],
),
);
}
sfx.frame();
}
background.commit(vram);
sfx.frame();
background.show();
}
pub struct StarBackground<'a> {
background1: &'a mut RegularMap,
background2: &'a mut RegularMap,
background1_timer: u32,
background2_timer: u32,
}
impl<'a> StarBackground<'a> {
pub fn new(
background1: &'a mut RegularMap,
background2: &'a mut RegularMap,
vram: &'_ mut VRamManager,
) -> Self {
let stars_tileset = TileSet::new(stars::stars.tiles, TileFormat::FourBpp);
create_background_map(background1, vram, &stars_tileset);
create_background_map(background2, vram, &stars_tileset);
Self {
background1,
background2,
background1_timer: 0,
background2_timer: 0,
}
}
pub fn update(&mut self) {
if self.background1_timer == 0 {
self.background1
.set_scroll_pos(self.background1.scroll_pos() + (1u16, 0).into());
self.background1_timer = 2;
}
if self.background2_timer == 0 {
self.background2
.set_scroll_pos(self.background2.scroll_pos() + (1u16, 0).into());
self.background2_timer = 3;
}
self.background1_timer -= 1;
self.background2_timer -= 1;
}
pub fn commit(&mut self, vram: &mut VRamManager) {
self.background1.commit(vram);
self.background2.commit(vram);
}
pub fn hide(&mut self) {
self.background1.hide();
self.background2.hide();
}
pub fn show(&mut self) {
self.background1.show();
self.background2.show();
}
}

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use crate::sfx::Sfx;
use crate::{
graphics::SELECT_BOX, level_generation::generate_attack, Agb, EnemyAttackType, Face, PlayerDice,
};
use agb::display::tiled::RegularMap;
use agb::{hash_map::HashMap, input::Button};
use alloc::vec;
use alloc::vec::Vec;
use self::display::BattleScreenDisplay;
mod display;
pub(super) const MALFUNCTION_COOLDOWN_FRAMES: u32 = 3 * 60;
const ROLL_TIME_FRAMES_ALL: u32 = 2 * 60;
const ROLL_TIME_FRAMES_ONE: u32 = 60 / 8;
/// A face of the rolled die and it's cooldown (should it be a malfunction)
#[derive(Debug)]
struct RolledDie {
face: Face,
cooldown: u32,
}
impl RolledDie {
fn new(face: Face) -> Self {
let cooldown = if face == Face::Malfunction {
MALFUNCTION_COOLDOWN_FRAMES
} else {
0
};
Self { face, cooldown }
}
fn update(&mut self) {
self.cooldown = self.cooldown.saturating_sub(1);
}
fn can_reroll(&self) -> bool {
self.face != Face::Malfunction || self.cooldown == 0
}
fn can_reroll_after_accept(&self) -> bool {
self.face != Face::Malfunction
}
fn cooldown(&self) -> Option<u32> {
if self.face == Face::Malfunction && self.cooldown > 0 {
Some(self.cooldown)
} else {
None
}
}
}
#[derive(Debug)]
enum DieState {
Rolling(u32, Face, Face),
Rolled(RolledDie),
}
#[derive(Debug, Clone)]
pub enum Action {
PlayerActivateShield { amount: u32 },
PlayerShoot { damage: u32, piercing: u32 },
PlayerDisrupt { amount: u32 },
PlayerHeal { amount: u32 },
PlayerBurstShield { multiplier: u32 },
PlayerSendBurstShield { damage: u32 },
EnemyShoot { damage: u32 },
EnemyShield { amount: u32 },
EnemyHeal { amount: u32 },
}
#[derive(Debug)]
struct RolledDice {
rolls: Vec<DieState>,
}
impl RolledDice {
fn update(&mut self, player_dice: &PlayerDice) {
self.rolls
.iter_mut()
.zip(player_dice.dice.iter())
.for_each(|(die_state, player_die)| match die_state {
DieState::Rolling(ref mut timeout, ref mut face, previous_face) => {
if *timeout == 0 {
let mut number_of_rolls = 0;
*die_state = DieState::Rolled(RolledDie::new(loop {
let next_face = player_die.roll();
number_of_rolls += 1;
if *previous_face != Face::Malfunction
|| next_face != *previous_face
|| number_of_rolls > 16
{
break next_face;
}
}));
} else {
if *timeout % 2 == 0 {
*face = player_die.roll();
}
*timeout -= 1;
}
}
DieState::Rolled(ref mut rolled_die) => rolled_die.update(),
});
}
fn faces_for_accepting(&self) -> impl Iterator<Item = Face> + '_ {
self.rolls.iter().filter_map(|state| match state {
DieState::Rolled(rolled_die) => Some(rolled_die.face),
_ => None,
})
}
fn faces_to_render(&self) -> impl Iterator<Item = (Face, Option<u32>)> + '_ {
self.rolls.iter().map(|rolled_die| match rolled_die {
DieState::Rolling(_, face, _previous_face) => (*face, None),
DieState::Rolled(rolled_die) => (rolled_die.face, rolled_die.cooldown()),
})
}
fn accept_rolls(&mut self, player_dice: &PlayerDice) -> Vec<Action> {
let mut actions = vec![];
let mut face_counts: HashMap<Face, u32> = HashMap::new();
let mut shield_multiplier = 1;
let mut shoot_multiplier = 1;
for face in self.faces_for_accepting() {
match face {
Face::DoubleShot => *face_counts.entry(Face::Shoot).or_default() += 2,
Face::TripleShot => *face_counts.entry(Face::Shoot).or_default() += 3,
Face::DoubleShield => *face_counts.entry(Face::Shield).or_default() += 2,
Face::TripleShield => *face_counts.entry(Face::Shield).or_default() += 3,
Face::DoubleShieldValue => shield_multiplier *= 2,
Face::DoubleShotValue => shoot_multiplier *= 2,
Face::TripleShotValue => shoot_multiplier *= 3,
other => *face_counts.entry(other).or_default() += 1,
}
}
let invert = *face_counts.entry(Face::Invert).or_default() % 2 == 1;
// shield
let mut shield_amount = *face_counts.entry(Face::Shield).or_default() * shield_multiplier;
// shooting
let shoot = *face_counts.entry(Face::Shoot).or_default();
let shoot_power = (shoot * (shoot + 1)) / 2;
let malfunction_shots = *face_counts.entry(Face::MalfunctionShot).or_default();
let malfunctions = *face_counts.entry(Face::Malfunction).or_default();
let malfunction_shoot = (malfunction_shots * (malfunction_shots + 1)) / 2
* (malfunctions * (malfunctions + 1))
/ 2;
if malfunction_shoot != 0 {
for roll in self.rolls.iter_mut().filter_map(|face| match face {
DieState::Rolled(rolled_die) if rolled_die.face == Face::Malfunction => {
Some(rolled_die)
}
_ => None,
}) {
roll.face = Face::Blank;
}
}
let mut shoot_power = (shoot_power + malfunction_shoot) * shoot_multiplier;
if invert {
(shoot_power, shield_amount) = (shield_amount, shoot_power);
}
if shoot_power > 0 {
actions.push(Action::PlayerShoot {
damage: shoot_power,
piercing: *face_counts.entry(Face::Bypass).or_default(),
});
}
if shield_amount > 0 {
actions.push(Action::PlayerActivateShield {
amount: shield_amount.min(5),
});
}
// burst shield
if face_counts.contains_key(&Face::BurstShield) {
actions.push(Action::PlayerBurstShield {
multiplier: shoot_multiplier,
});
}
// disrupt
let disrupt = *face_counts.entry(Face::Disrupt).or_default();
let disrupt_power = (disrupt * (disrupt + 1)) / 2;
if disrupt_power > 0 {
actions.push(Action::PlayerDisrupt {
amount: disrupt_power,
});
}
let heal = *face_counts.entry(Face::Heal).or_default();
if heal != 0 {
actions.push(Action::PlayerHeal {
amount: ((heal * (heal + 1)) / 2) as u32,
});
}
let mut malfunction_all = false;
for roll in self.rolls.iter_mut().filter_map(|face| match face {
DieState::Rolled(rolled_die) => Some(rolled_die),
_ => None,
}) {
if roll.face == Face::DoubleShot
|| roll.face == Face::DoubleShield
|| roll.face == Face::DoubleShotValue
{
roll.cooldown = MALFUNCTION_COOLDOWN_FRAMES;
roll.face = Face::Malfunction;
}
if roll.face == Face::TripleShot
|| roll.face == Face::TripleShield
|| roll.face == Face::TripleShotValue
|| roll.face == Face::BurstShield
{
malfunction_all = true;
}
}
if malfunction_all {
for roll in self.rolls.iter_mut().filter_map(|face| match face {
DieState::Rolled(rolled_die) => Some(rolled_die),
_ => None,
}) {
roll.cooldown = MALFUNCTION_COOLDOWN_FRAMES;
roll.face = Face::Malfunction;
}
}
// reroll non-malfunctions after accepting
for i in 0..player_dice.dice.len() {
self.roll_die(i, ROLL_TIME_FRAMES_ALL, true, player_dice);
}
actions
}
fn roll_die(
&mut self,
die_index: usize,
time: u32,
is_after_accept: bool,
player_dice: &PlayerDice,
) {
if let DieState::Rolled(ref selected_rolled_die) = self.rolls[die_index] {
let can_reroll = if is_after_accept {
selected_rolled_die.can_reroll_after_accept()
} else {
selected_rolled_die.can_reroll()
};
if can_reroll {
self.rolls[die_index] = DieState::Rolling(
time,
player_dice.dice[die_index].roll(),
selected_rolled_die.face,
);
}
}
}
}
#[derive(Debug)]
struct PlayerState {
shield_count: u32,
health: u32,
max_health: u32,
}
#[derive(Debug)]
pub enum EnemyAttack {
Shoot(u32),
Shield(u32),
Heal(u32),
}
impl EnemyAttack {
fn apply_effect(&self) -> Action {
match self {
EnemyAttack::Shoot(damage) => Action::EnemyShoot { damage: *damage },
EnemyAttack::Shield(shield) => Action::EnemyShield { amount: *shield },
EnemyAttack::Heal(amount) => Action::EnemyHeal { amount: *amount },
}
}
}
#[derive(Debug)]
struct EnemyAttackState {
attack: EnemyAttack,
cooldown: u32,
max_cooldown: u32,
}
impl EnemyAttackState {
fn attack_type(&self) -> EnemyAttackType {
match self.attack {
EnemyAttack::Shoot(_) => EnemyAttackType::Attack,
EnemyAttack::Shield(_) => EnemyAttackType::Shield,
EnemyAttack::Heal(_) => EnemyAttackType::Heal,
}
}
fn value_to_show(&self) -> Option<u32> {
match self.attack {
EnemyAttack::Shoot(i) => Some(i),
EnemyAttack::Heal(i) => Some(i),
EnemyAttack::Shield(i) => Some(i),
}
}
#[must_use]
fn update(&mut self) -> Option<Action> {
if self.cooldown == 0 {
return Some(self.attack.apply_effect());
}
self.cooldown -= 1;
None
}
}
#[derive(Debug)]
struct EnemyState {
shield_count: u32,
health: u32,
max_health: u32,
}
#[derive(Debug)]
pub struct CurrentBattleState {
player: PlayerState,
enemy: EnemyState,
rolled_dice: RolledDice,
player_dice: PlayerDice,
attacks: [Option<EnemyAttackState>; 2],
current_level: u32,
}
impl CurrentBattleState {
fn accept_rolls(&mut self) -> Vec<Action> {
self.rolled_dice.accept_rolls(&self.player_dice)
}
fn roll_die(&mut self, die_index: usize, time: u32, is_after_accept: bool) {
self.rolled_dice
.roll_die(die_index, time, is_after_accept, &self.player_dice);
}
fn update(&mut self) -> Vec<Action> {
let mut actions = vec![];
for attack in self.attacks.iter_mut() {
if let Some(attack_state) = attack {
if let Some(action) = attack_state.update() {
attack.take();
actions.push(action);
}
} else if let Some(generated_attack) = generate_attack(self.current_level) {
attack.replace(EnemyAttackState {
attack: generated_attack.attack,
cooldown: generated_attack.cooldown,
max_cooldown: generated_attack.cooldown,
});
}
}
actions
}
fn update_dice(&mut self) {
self.rolled_dice.update(&self.player_dice);
}
fn apply_action(&mut self, action: Action, sfx: &mut Sfx) -> Option<Action> {
match action {
Action::PlayerActivateShield { amount } => {
if amount > self.player.shield_count {
sfx.shield_up();
}
self.player.shield_count = self.player.shield_count.max(amount);
None
}
Action::PlayerShoot { damage, piercing } => {
if self.enemy.shield_count <= piercing {
self.enemy.health = self.enemy.health.saturating_sub(damage);
sfx.shot_hit();
} else if self.enemy.shield_count <= damage {
self.enemy.shield_count = 0; // TODO: Dispatch action of drop shield to animate that
sfx.shield_down();
} else {
sfx.shield_defend();
}
None
}
Action::PlayerDisrupt { amount } => {
for attack in self.attacks.iter_mut().flatten() {
attack.cooldown += amount * 240;
attack.max_cooldown = attack.cooldown.max(attack.max_cooldown);
}
sfx.disrupt();
None
}
Action::PlayerHeal { amount } => {
self.player.health = self.player.max_health.min(self.player.health + amount);
sfx.heal();
None
}
Action::EnemyShoot { damage } => {
if self.player.shield_count == 0 {
self.player.health = self.player.health.saturating_sub(damage);
sfx.shot_hit();
} else if self.player.shield_count <= damage {
self.player.shield_count = 0; // TODO: Dispatch action of drop shield to animate that
sfx.shield_down();
} else {
sfx.shield_defend();
}
None
}
Action::EnemyShield { amount } => {
if amount > self.enemy.shield_count {
sfx.shield_up();
}
self.enemy.shield_count = self.enemy.shield_count.max(amount);
None
}
Action::EnemyHeal { amount } => {
self.enemy.health = self.enemy.max_health.min(self.enemy.health + amount);
sfx.heal();
None
}
Action::PlayerBurstShield { multiplier } => {
let damage =
self.player.shield_count * (self.player.shield_count + 1) * multiplier / 2;
self.player.shield_count = 0;
sfx.send_burst_shield();
Some(Action::PlayerSendBurstShield { damage })
}
Action::PlayerSendBurstShield { damage } => {
self.enemy.shield_count = 0;
self.enemy.health = self.enemy.health.saturating_sub(damage);
sfx.burst_shield_hit();
sfx.shield_down();
None
}
}
}
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub(crate) enum BattleResult {
Win,
Loss,
}
pub(crate) fn battle_screen(
agb: &mut Agb,
player_dice: PlayerDice,
current_level: u32,
help_background: &mut RegularMap,
) -> BattleResult {
agb.sfx.battle();
agb.sfx.frame();
help_background.set_scroll_pos((u16::MAX - 16, u16::MAX - 97).into());
crate::background::load_help_text(&mut agb.vram, help_background, 1, (0, 0));
crate::background::load_help_text(&mut agb.vram, help_background, 2, (0, 1));
let obj = &agb.obj;
let mut select_box_obj = agb.obj.object(agb.obj.sprite(SELECT_BOX.sprite(0)));
select_box_obj.show();
let num_dice = player_dice.dice.len();
let enemy_health = 5 + current_level * agb::rng::gen().rem_euclid(4) as u32;
let mut current_battle_state = CurrentBattleState {
player: PlayerState {
shield_count: 0,
health: 20,
max_health: 20,
},
enemy: EnemyState {
shield_count: 0,
health: enemy_health,
max_health: enemy_health,
},
rolled_dice: RolledDice {
rolls: player_dice
.dice
.iter()
.map(|die| DieState::Rolling(ROLL_TIME_FRAMES_ALL, die.roll(), Face::Blank))
.collect(),
},
player_dice: player_dice.clone(),
attacks: [None, None],
current_level,
};
let mut battle_screen_display = BattleScreenDisplay::new(obj, &current_battle_state);
agb.sfx.frame();
let mut selected_die = 0usize;
let mut input = agb::input::ButtonController::new();
let mut counter = 0usize;
loop {
counter = counter.wrapping_add(1);
for action_to_apply in battle_screen_display.update(obj, &current_battle_state) {
if let Some(action_to_return) =
current_battle_state.apply_action(action_to_apply, &mut agb.sfx)
{
battle_screen_display.add_action(action_to_return, obj, &mut agb.sfx);
}
}
for action in current_battle_state.update() {
battle_screen_display.add_action(action, obj, &mut agb.sfx);
}
current_battle_state.update_dice();
input.update();
if input.is_just_pressed(Button::LEFT) {
if selected_die == 0 {
selected_die = num_dice - 1;
} else {
selected_die -= 1;
}
agb.sfx.move_cursor();
}
if input.is_just_pressed(Button::RIGHT) {
if selected_die == num_dice - 1 {
selected_die = 0;
} else {
selected_die += 1;
}
agb.sfx.move_cursor();
}
if input.is_just_pressed(Button::A) {
current_battle_state.roll_die(selected_die, ROLL_TIME_FRAMES_ONE, false);
agb.sfx.roll();
}
if input.is_just_pressed(Button::START) {
for action in current_battle_state.accept_rolls() {
battle_screen_display.add_action(action, obj, &mut agb.sfx);
}
agb.sfx.roll_multi();
}
select_box_obj
.set_y(120 - 4)
.set_x(selected_die as u16 * 40 + 28 - 4)
.set_sprite(agb.obj.sprite(SELECT_BOX.animation_sprite(counter / 10)));
agb.star_background.update();
agb.sfx.frame();
agb.vblank.wait_for_vblank();
help_background.commit(&mut agb.vram);
help_background.show();
if current_battle_state.enemy.health == 0 {
agb.sfx.ship_explode();
help_background.hide();
crate::background::load_help_text(&mut agb.vram, help_background, 3, (0, 0));
crate::background::load_help_text(&mut agb.vram, help_background, 3, (0, 1));
return BattleResult::Win;
}
if current_battle_state.player.health == 0 {
agb.sfx.ship_explode();
help_background.hide();
crate::background::load_help_text(&mut agb.vram, help_background, 3, (0, 0));
crate::background::load_help_text(&mut agb.vram, help_background, 3, (0, 1));
return BattleResult::Loss;
}
agb.obj.commit();
agb.star_background.commit(&mut agb.vram);
}
}

View file

@ -0,0 +1,500 @@
use agb::display::object::{Object, ObjectController};
use agb::rng;
use alloc::vec;
use alloc::vec::Vec;
use crate::graphics::{BURST_BULLET, DISRUPT_BULLET, SHIELD};
use crate::sfx::Sfx;
use crate::{
graphics::{
FractionDisplay, HealthBar, NumberDisplay, BULLET_SPRITE, ENEMY_ATTACK_SPRITES,
FACE_SPRITES, SHIP_SPRITES,
},
EnemyAttackType, Ship,
};
use super::{Action, CurrentBattleState, EnemyAttackState, MALFUNCTION_COOLDOWN_FRAMES};
struct BattleScreenDisplayObjects<'a> {
dice: Vec<Object<'a>>,
dice_cooldowns: Vec<HealthBar<'a>>,
player_shield: Vec<Object<'a>>,
enemy_shield: Vec<Object<'a>>,
player_healthbar: HealthBar<'a>,
enemy_healthbar: HealthBar<'a>,
player_health: FractionDisplay<'a>,
enemy_health: FractionDisplay<'a>,
enemy_attack_display: Vec<EnemyAttackDisplay<'a>>,
}
pub struct BattleScreenDisplay<'a> {
objs: BattleScreenDisplayObjects<'a>,
animations: Vec<AnimationStateHolder<'a>>,
_misc_sprites: Vec<Object<'a>>,
}
const HEALTH_BAR_WIDTH: usize = 48;
impl<'a> BattleScreenDisplay<'a> {
pub fn new(obj: &'a ObjectController, current_battle_state: &CurrentBattleState) -> Self {
let mut misc_sprites = vec![];
let player_x = 12;
let player_y = 8;
let enemy_x = 167;
let player_sprite = SHIP_SPRITES.sprite_for_ship(Ship::Player);
let enemy_sprite = SHIP_SPRITES.sprite_for_ship(if rng::gen() % 2 == 0 {
Ship::Drone
} else {
Ship::PilotedShip
});
let mut player_obj = obj.object(obj.sprite(player_sprite));
let mut enemy_obj = obj.object(obj.sprite(enemy_sprite));
player_obj.set_x(player_x).set_y(player_y).set_z(1).show();
enemy_obj.set_x(enemy_x).set_y(player_y).set_z(1).show();
misc_sprites.push(player_obj);
misc_sprites.push(enemy_obj);
let dice: Vec<_> = current_battle_state
.rolled_dice
.faces_to_render()
.enumerate()
.map(|(i, (face, _))| {
let mut die_obj = obj.object(obj.sprite(FACE_SPRITES.sprite_for_face(face)));
die_obj.set_y(120).set_x(i as u16 * 40 + 28).show();
die_obj
})
.collect();
let dice_cooldowns: Vec<_> = dice
.iter()
.enumerate()
.map(|(i, _)| {
let mut cooldown_bar =
HealthBar::new((i as i32 * 40 + 28, 120 - 8).into(), 24, obj);
cooldown_bar.hide();
cooldown_bar
})
.collect();
let shield_sprite = SHIP_SPRITES.sprite_for_ship(Ship::Shield);
let player_shield: Vec<_> = (0..5)
.into_iter()
.map(|i| {
let mut shield_obj = obj.object(obj.sprite(shield_sprite));
shield_obj
.set_x(player_x + 18 + 11 * i)
.set_y(player_y)
.hide();
shield_obj
})
.collect();
let enemy_shield: Vec<_> = (0..5)
.into_iter()
.map(|i| {
let mut shield_obj = obj.object(obj.sprite(shield_sprite));
shield_obj
.set_x(enemy_x - 16 - 11 * i)
.set_y(player_y)
.set_hflip(true)
.hide();
shield_obj
})
.collect();
let player_healthbar_x = 18;
let enemy_healthbar_x = 180;
let player_healthbar = HealthBar::new(
(player_healthbar_x, player_y - 8).into(),
HEALTH_BAR_WIDTH,
obj,
);
let enemy_healthbar = HealthBar::new(
(enemy_healthbar_x, player_y - 8).into(),
HEALTH_BAR_WIDTH,
obj,
);
let player_health_display = FractionDisplay::new(
(
player_healthbar_x + HEALTH_BAR_WIDTH as u16 / 2 - 16,
player_y,
)
.into(),
3,
obj,
);
let enemy_health_display = FractionDisplay::new(
(
enemy_healthbar_x + HEALTH_BAR_WIDTH as u16 / 2 - 16,
player_y,
)
.into(),
3,
obj,
);
let enemy_attack_display = (0..2)
.into_iter()
.map(|i| {
let mut attack_obj = obj.object(
obj.sprite(ENEMY_ATTACK_SPRITES.sprite_for_attack(EnemyAttackType::Attack)),
);
let attack_obj_position = (120, 56 + 32 * i).into();
attack_obj.set_position(attack_obj_position).hide();
let mut attack_cooldown =
HealthBar::new(attack_obj_position + (32, 8).into(), 48, obj);
attack_cooldown.hide();
let attack_number_display =
NumberDisplay::new(attack_obj_position - (8, -10).into());
EnemyAttackDisplay::new(attack_obj, attack_cooldown, attack_number_display)
})
.collect();
let objs = BattleScreenDisplayObjects {
dice,
dice_cooldowns,
player_shield,
enemy_shield,
player_healthbar,
enemy_healthbar,
player_health: player_health_display,
enemy_health: enemy_health_display,
enemy_attack_display,
};
Self {
objs,
animations: vec![],
_misc_sprites: misc_sprites,
}
}
pub fn update(
&mut self,
obj: &'a ObjectController,
current_battle_state: &CurrentBattleState,
) -> Vec<Action> {
for (i, player_shield) in self.objs.player_shield.iter_mut().enumerate() {
if i < current_battle_state.player.shield_count as usize {
player_shield
.show()
.set_sprite(obj.sprite(SHIELD.sprite(0)));
} else {
player_shield.hide();
}
}
for (i, player_shield) in self.objs.enemy_shield.iter_mut().enumerate() {
if i < current_battle_state.enemy.shield_count as usize {
player_shield
.show()
.set_sprite(obj.sprite(SHIELD.sprite(0)));
} else {
player_shield.hide();
}
}
self.objs.player_healthbar.set_value(
((current_battle_state.player.health * HEALTH_BAR_WIDTH as u32)
/ current_battle_state.player.max_health) as usize,
obj,
);
self.objs.enemy_healthbar.set_value(
((current_battle_state.enemy.health * HEALTH_BAR_WIDTH as u32)
/ current_battle_state.enemy.max_health) as usize,
obj,
);
self.objs.player_health.set_value(
current_battle_state.player.health as usize,
current_battle_state.player.max_health as usize,
obj,
);
self.objs.enemy_health.set_value(
current_battle_state.enemy.health as usize,
current_battle_state.enemy.max_health as usize,
obj,
);
for (i, attack) in current_battle_state.attacks.iter().enumerate() {
self.objs.enemy_attack_display[i].update(attack, obj);
}
let mut actions_to_apply = vec![];
// update the dice display to display the current values
for ((die_obj, (current_face, cooldown)), cooldown_healthbar) in self
.objs
.dice
.iter_mut()
.zip(current_battle_state.rolled_dice.faces_to_render())
.zip(self.objs.dice_cooldowns.iter_mut())
{
die_obj.set_sprite(obj.sprite(FACE_SPRITES.sprite_for_face(current_face)));
if let Some(cooldown) = cooldown {
cooldown_healthbar
.set_value((cooldown * 24 / MALFUNCTION_COOLDOWN_FRAMES) as usize, obj);
cooldown_healthbar.show();
} else {
cooldown_healthbar.hide();
}
}
let mut animations_to_remove = vec![];
for (i, animation) in self.animations.iter_mut().enumerate() {
match animation.update(&mut self.objs, obj, current_battle_state) {
AnimationUpdateState::RemoveWithAction(a) => {
actions_to_apply.push(a);
animations_to_remove.push(i);
}
AnimationUpdateState::Continue => {}
}
}
for &animation_to_remove in animations_to_remove.iter().rev() {
self.animations.swap_remove(animation_to_remove);
}
actions_to_apply
}
pub fn add_action(&mut self, action: Action, obj: &'a ObjectController, sfx: &mut Sfx) {
play_sound_for_action_start(&action, sfx);
self.animations
.push(AnimationStateHolder::for_action(action, obj));
}
}
fn play_sound_for_action_start(action: &Action, sfx: &mut Sfx) {
match action {
Action::PlayerShoot { .. } | Action::EnemyShoot { .. } => sfx.shoot(),
_ => {}
}
}
struct EnemyAttackDisplay<'a> {
face: Object<'a>,
cooldown: HealthBar<'a>,
number: NumberDisplay<'a>,
}
impl<'a> EnemyAttackDisplay<'a> {
pub fn new(face: Object<'a>, cooldown: HealthBar<'a>, number: NumberDisplay<'a>) -> Self {
Self {
face,
cooldown,
number,
}
}
pub fn update(&mut self, attack: &Option<EnemyAttackState>, obj: &'a ObjectController) {
if let Some(attack) = attack {
self.face.show().set_sprite(
obj.sprite(ENEMY_ATTACK_SPRITES.sprite_for_attack(attack.attack_type())),
);
self.cooldown
.set_value((attack.cooldown * 48 / attack.max_cooldown) as usize, obj);
self.cooldown.show();
self.number.set_value(attack.value_to_show(), obj);
} else {
self.face.hide();
self.cooldown.hide();
self.number.set_value(None, obj);
}
}
}
enum AnimationState<'a> {
PlayerShoot { bullet: Object<'a>, x: i32 },
PlayerActivateShield { amount: u32, frame: usize },
PlayerDisrupt { bullet: Object<'a>, x: i32 },
PlayerBurstShield { frame: usize },
PlayerSendBurstShield { bullet: Object<'a>, x: i32 },
PlayerHeal {},
EnemyShoot { bullet: Object<'a>, x: i32 },
EnemyShield { amount: u32, frame: usize },
EnemyHeal {},
}
struct AnimationStateHolder<'a> {
action: Action,
state: AnimationState<'a>,
}
enum AnimationUpdateState {
RemoveWithAction(Action),
Continue,
}
impl<'a> AnimationStateHolder<'a> {
fn for_action(a: Action, obj: &'a ObjectController) -> Self {
let state = match a {
Action::PlayerActivateShield { amount, .. } => {
AnimationState::PlayerActivateShield { amount, frame: 0 }
}
Action::PlayerShoot { .. } => AnimationState::PlayerShoot {
bullet: obj.object(obj.sprite(BULLET_SPRITE)),
x: 64,
},
Action::PlayerDisrupt { .. } => AnimationState::PlayerDisrupt {
bullet: obj.object(obj.sprite(DISRUPT_BULLET)),
x: 64,
},
Action::PlayerHeal { .. } => AnimationState::PlayerHeal {},
Action::PlayerBurstShield { .. } => AnimationState::PlayerBurstShield { frame: 0 },
Action::PlayerSendBurstShield { .. } => AnimationState::PlayerSendBurstShield {
bullet: obj.object(obj.sprite(BURST_BULLET)),
x: 64,
},
Action::EnemyShoot { .. } => AnimationState::EnemyShoot {
bullet: obj.object(obj.sprite(BULLET_SPRITE)),
x: 175,
},
Action::EnemyShield { amount, .. } => AnimationState::EnemyShield { amount, frame: 0 },
Action::EnemyHeal { .. } => AnimationState::EnemyHeal {},
};
Self { action: a, state }
}
fn update(
&mut self,
objs: &mut BattleScreenDisplayObjects<'a>,
obj: &'a ObjectController,
current_battle_state: &CurrentBattleState,
) -> AnimationUpdateState {
match &mut self.state {
AnimationState::PlayerShoot { bullet, x } => {
bullet.show().set_x(*x as u16).set_y(36);
*x += 4;
if *x > 180 {
AnimationUpdateState::RemoveWithAction(self.action.clone())
} else {
AnimationUpdateState::Continue
}
}
AnimationState::PlayerDisrupt { bullet, x } => {
bullet.show().set_x(*x as u16).set_y(36);
*x += 2;
if *x > 180 {
AnimationUpdateState::RemoveWithAction(self.action.clone())
} else {
AnimationUpdateState::Continue
}
}
AnimationState::PlayerActivateShield { amount, frame } => {
// find all the shields that need animating
let current_player_shields = current_battle_state.player.shield_count;
if current_player_shields < *amount {
for i in current_player_shields..*amount {
objs.player_shield[i as usize]
.show()
.set_sprite(obj.sprite(SHIELD.sprite(3 - *frame / 2)));
}
} else {
return AnimationUpdateState::RemoveWithAction(self.action.clone());
}
*frame += 1;
if *frame >= 6 {
AnimationUpdateState::RemoveWithAction(self.action.clone())
} else {
AnimationUpdateState::Continue
}
}
AnimationState::EnemyShoot { bullet, x } => {
bullet.show().set_hflip(true).set_x(*x as u16).set_y(36);
*x -= 4;
if *x < 50 {
AnimationUpdateState::RemoveWithAction(self.action.clone())
} else {
AnimationUpdateState::Continue
}
}
AnimationState::EnemyShield { amount, frame } => {
// find all the shields that need animating
let current_enemy_shields = current_battle_state.enemy.shield_count;
if current_enemy_shields < *amount {
for i in current_enemy_shields..*amount {
objs.enemy_shield[i as usize]
.show()
.set_sprite(obj.sprite(SHIELD.sprite(3 - *frame / 2)));
}
} else {
return AnimationUpdateState::RemoveWithAction(self.action.clone());
}
*frame += 1;
if *frame > 6 {
AnimationUpdateState::RemoveWithAction(self.action.clone())
} else {
AnimationUpdateState::Continue
}
}
AnimationState::EnemyHeal {} => {
AnimationUpdateState::RemoveWithAction(self.action.clone()) // TODO: Animation for healing
}
AnimationState::PlayerHeal {} => {
AnimationUpdateState::RemoveWithAction(self.action.clone()) // TODO: Animation for healing
}
AnimationState::PlayerBurstShield { frame } => {
if *frame < 10 {
for shield in objs.player_shield.iter_mut() {
shield.set_sprite(obj.sprite(SHIELD.sprite(*frame / 2)));
}
*frame += 1;
AnimationUpdateState::Continue
} else {
for shield in objs.player_shield.iter_mut() {
shield.set_sprite(obj.sprite(SHIELD.sprite(0)));
}
AnimationUpdateState::RemoveWithAction(self.action.clone())
}
}
AnimationState::PlayerSendBurstShield { bullet, x } => {
bullet.show().set_x(*x as u16).set_y(36);
*x += 1;
if *x > 180 {
AnimationUpdateState::RemoveWithAction(self.action.clone())
} else {
AnimationUpdateState::Continue
}
}
}
}
}

View file

@ -0,0 +1,402 @@
use agb::{
display::{
object::{Object, ObjectController},
palette16::Palette16,
tiled::{RegularMap, TileSet, TileSetting},
HEIGHT, WIDTH,
},
include_gfx,
input::{Button, Tri},
};
use alloc::vec::Vec;
use crate::{
graphics::{FACE_SPRITES, MODIFIED_BOX, SELECTED_BOX, SELECT_BOX},
Agb, Die, Face, PlayerDice,
};
include_gfx!("gfx/descriptions.toml");
pub const DESCRIPTIONS_1_PALETTE: &Palette16 = &descriptions::descriptions1.palettes[0];
pub const DESCRIPTIONS_2_PALETTE: &Palette16 = &descriptions::descriptions2.palettes[0];
enum CustomiseState {
Dice,
Face,
Upgrade,
}
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
struct Cursor {
dice: usize,
face: usize,
upgrade: usize,
}
fn net_position_for_index(idx: usize) -> (u32, u32) {
if idx == 4 {
(1, 0)
} else if idx == 5 {
(1, 2)
} else {
(idx as u32, 1)
}
}
fn screen_position_for_index(idx: usize) -> (u32, u32) {
let (x, y) = net_position_for_index(idx);
(x * 32 + 20, y * 32 + HEIGHT as u32 - 3 * 32)
}
fn move_net_position_lr(idx: usize, direction: Tri) -> usize {
match direction {
Tri::Zero => idx,
Tri::Positive => {
if idx >= 4 {
2
} else {
(idx + 1) % 3
}
}
Tri::Negative => {
if idx >= 4 {
0
} else {
idx.checked_sub(1).unwrap_or(2)
}
}
}
}
fn move_net_position_ud(idx: usize, direction: Tri) -> usize {
match direction {
Tri::Zero => idx,
Tri::Negative => {
if idx < 4 {
4
} else if idx == 4 {
5
} else if idx == 5 {
1
} else {
unreachable!()
}
}
Tri::Positive => {
if idx < 4 {
5
} else if idx == 4 {
1
} else if idx == 5 {
4
} else {
unreachable!()
}
}
}
}
fn create_dice_display<'a>(gfx: &'a ObjectController, dice: &'_ PlayerDice) -> Vec<Object<'a>> {
let mut objects = Vec::new();
for (idx, dice) in dice.dice.iter().enumerate() {
let mut obj = gfx.object(gfx.sprite(FACE_SPRITES.sprite_for_face(dice.faces[1])));
obj.set_x((idx as i32 * 32 - 24 / 2 + 20) as u16);
obj.set_y(16 - 24 / 2);
obj.show();
objects.push(obj);
}
objects
}
fn create_net<'a>(gfx: &'a ObjectController, die: &'_ Die, modified: &[usize]) -> Vec<Object<'a>> {
let mut objects = Vec::new();
for (idx, &face) in die.faces.iter().enumerate() {
let mut obj = gfx.object(gfx.sprite(FACE_SPRITES.sprite_for_face(face)));
let (x, y) = screen_position_for_index(idx);
obj.set_x((x - 24 / 2) as u16);
obj.set_y((y - 24 / 2) as u16);
obj.show();
objects.push(obj);
}
for &m in modified.iter().chain(core::iter::once(&3)) {
let mut obj = gfx.object(gfx.sprite(MODIFIED_BOX));
let (x, y) = screen_position_for_index(m);
obj.set_x((x - 32 / 2) as u16);
obj.set_y((y - 32 / 2) as u16);
obj.show();
objects.push(obj);
}
objects
}
fn upgrade_position(idx: usize) -> (u32, u32) {
(
(WIDTH - 80) as u32,
(idx * 32 + HEIGHT as usize - 3 * 32) as u32,
)
}
fn create_upgrade_objects<'a>(gfx: &'a ObjectController, upgrades: &[Face]) -> Vec<Object<'a>> {
let mut objects = Vec::new();
for (idx, &upgrade) in upgrades.iter().enumerate() {
let mut obj = gfx.object(gfx.sprite(FACE_SPRITES.sprite_for_face(upgrade)));
let (x, y) = upgrade_position(idx);
obj.set_x((x - 24 / 2) as u16);
obj.set_y((y - 24 / 2) as u16);
obj.show();
objects.push(obj);
}
objects
}
pub(crate) fn customise_screen(
agb: &mut Agb,
mut player_dice: PlayerDice,
descriptions_map: &mut RegularMap,
help_background: &mut RegularMap,
level: u32,
) -> PlayerDice {
agb.sfx.customise();
agb.sfx.frame();
descriptions_map.set_scroll_pos((u16::MAX - 174, u16::MAX - 52).into());
help_background.set_scroll_pos((u16::MAX - 148, u16::MAX - 34).into());
crate::background::load_help_text(&mut agb.vram, help_background, 0, (0, 0));
let descriptions_1_tileset = TileSet::new(
descriptions::descriptions1.tiles,
agb::display::tiled::TileFormat::FourBpp,
);
let descriptions_2_tileset = TileSet::new(
descriptions::descriptions2.tiles,
agb::display::tiled::TileFormat::FourBpp,
);
// create the dice
let mut _net = create_net(&agb.obj, &player_dice.dice[0], &[]);
let mut _dice = create_dice_display(&agb.obj, &player_dice);
agb.sfx.frame();
let mut upgrades = crate::level_generation::generate_upgrades(level);
let mut _upgrade_objects = create_upgrade_objects(&agb.obj, &upgrades);
let mut input = agb::input::ButtonController::new();
let mut select_box = agb.obj.object(agb.obj.sprite(SELECT_BOX.sprite(0)));
select_box.show();
let mut selected_dice = agb.obj.object(agb.obj.sprite(SELECTED_BOX));
selected_dice.hide();
let mut selected_face = agb.obj.object(agb.obj.sprite(SELECTED_BOX));
selected_face.hide();
agb.sfx.frame();
let mut counter = 0usize;
let mut state = CustomiseState::Dice;
let mut cursor = Cursor {
dice: 0,
face: 1,
upgrade: 0,
};
let mut modified: Vec<Cursor> = Vec::new();
loop {
counter = counter.wrapping_add(1);
input.update();
let ud = (
input.is_just_pressed(Button::UP),
input.is_just_pressed(Button::DOWN),
)
.into();
let lr = (
input.is_just_pressed(Button::LEFT),
input.is_just_pressed(Button::RIGHT),
)
.into();
if ud != Tri::Zero || lr != Tri::Zero {
agb.sfx.move_cursor();
}
match &mut state {
CustomiseState::Dice => {
selected_dice.hide();
let new_dice = (cursor.dice as isize + lr as isize)
.rem_euclid(player_dice.dice.len() as isize)
as usize;
if new_dice != cursor.dice {
cursor.dice = new_dice;
_net = create_net(
&agb.obj,
&player_dice.dice[cursor.dice],
&modified
.iter()
.filter_map(|x| (x.dice == cursor.dice).then_some(x.face))
.collect::<Vec<usize>>(),
);
}
select_box.set_x((cursor.dice as i32 * 32 - 32 / 2 + 20) as u16);
select_box.set_y(0);
if input.is_just_pressed(Button::A) {
selected_dice.set_x((cursor.dice as i32 * 32 - 32 / 2 + 20) as u16);
selected_dice.set_y(0);
selected_dice.show();
state = CustomiseState::Face;
agb.sfx.select();
}
}
CustomiseState::Face => {
cursor.face = move_net_position_lr(cursor.face, lr);
cursor.face = move_net_position_ud(cursor.face, ud);
let (x, y) = screen_position_for_index(cursor.face);
select_box.set_x((x - 32 / 2) as u16);
select_box.set_y((y - 32 / 2) as u16);
selected_face.hide();
if input.is_just_pressed(Button::B) {
state = CustomiseState::Dice;
agb.sfx.back();
} else if input.is_just_pressed(Button::A)
&& !upgrades.is_empty()
&& !modified.contains(&Cursor {
dice: cursor.dice,
face: cursor.face,
upgrade: 0,
})
{
selected_face.set_x((x - 32 / 2) as u16);
selected_face.set_y((y - 32 / 2) as u16);
selected_face.show();
cursor.upgrade += upgrades.len();
state = CustomiseState::Upgrade;
agb.sfx.select();
}
}
CustomiseState::Upgrade => {
let old_updade = cursor.upgrade;
cursor.upgrade = (cursor.upgrade as isize + ud as isize)
.rem_euclid(upgrades.len() as isize) as usize;
if (upgrades[cursor.upgrade] as u32) < 17 {
if cursor.upgrade != old_updade {
for y in 0..11 {
for x in 0..8 {
if (upgrades[cursor.upgrade] as usize) < 10 {
descriptions_map.set_tile(
&mut agb.vram,
(x, y).into(),
&descriptions_1_tileset,
TileSetting::new(
y * 8 + x + 8 * 11 * upgrades[cursor.upgrade] as u16,
false,
false,
1,
),
)
} else {
descriptions_map.set_tile(
&mut agb.vram,
(x, y).into(),
&descriptions_2_tileset,
TileSetting::new(
y * 8
+ x
+ 8 * 11 * (upgrades[cursor.upgrade] as u16 - 10),
false,
false,
2,
),
)
}
}
}
}
descriptions_map.show();
} else {
descriptions_map.hide();
}
let (x, y) = upgrade_position(cursor.upgrade);
select_box.set_x((x - 32 / 2) as u16);
select_box.set_y((y - 32 / 2) as u16);
if input.is_just_pressed(Button::B) {
state = CustomiseState::Face;
agb.sfx.back();
} else if input.is_just_pressed(Button::A)
&& player_dice.dice[cursor.dice].faces[cursor.face] != upgrades[cursor.upgrade]
{
descriptions_map.hide();
modified.push(Cursor {
dice: cursor.dice,
face: cursor.face,
upgrade: 0,
});
player_dice.dice[cursor.dice].faces[cursor.face] = upgrades[cursor.upgrade];
upgrades.remove(cursor.upgrade);
_upgrade_objects = create_upgrade_objects(&agb.obj, &upgrades);
_net = create_net(
&agb.obj,
&player_dice.dice[cursor.dice],
&modified
.iter()
.filter_map(|x| (x.dice == cursor.dice).then_some(x.face))
.collect::<Vec<usize>>(),
);
_dice = create_dice_display(&agb.obj, &player_dice);
state = CustomiseState::Face;
agb.sfx.accept();
}
}
}
if upgrades.is_empty() {
break;
}
select_box.set_sprite(agb.obj.sprite(SELECT_BOX.animation_sprite(counter / 10)));
agb.star_background.update();
let _ = agb::rng::gen();
agb.sfx.frame();
agb.vblank.wait_for_vblank();
agb.obj.commit();
descriptions_map.commit(&mut agb.vram);
help_background.commit(&mut agb.vram);
help_background.show();
agb.star_background.commit(&mut agb.vram);
}
descriptions_map.hide();
help_background.hide();
crate::background::load_help_text(&mut agb.vram, help_background, 3, (0, 0));
crate::background::load_help_text(&mut agb.vram, help_background, 3, (0, 1));
descriptions_map.clear(&mut agb.vram);
player_dice
}

View file

@ -0,0 +1,300 @@
use agb::{
display::object::{Object, ObjectController, Sprite, Tag},
fixnum::Vector2D,
};
use alloc::vec::Vec;
use crate::{EnemyAttackType, Face, Ship};
const SPRITES: &agb::display::object::Graphics = agb::include_aseprite!(
"gfx/dice-faces.aseprite",
"gfx/ships.aseprite",
"gfx/small-sprites.aseprite"
);
pub const FACE_SPRITES: &FaceSprites = &FaceSprites::load_face_sprites();
pub const ENEMY_ATTACK_SPRITES: &EnemyAttackSprites = &EnemyAttackSprites::new();
pub const SELECT_BOX: &Tag = SPRITES.tags().get("selection");
pub const SELECTED_BOX: &Sprite = SPRITES.tags().get("selected").sprite(0);
pub const MODIFIED_BOX: &Sprite = SPRITES.tags().get("modified").sprite(0);
pub const BULLET_SPRITE: &Sprite = SPRITES.tags().get("bullet").sprite(0);
pub const DISRUPT_BULLET: &Sprite = SPRITES.tags().get("disrupt bullet").sprite(0);
pub const BURST_BULLET: &Sprite = SPRITES.tags().get("burst shield bullet").sprite(0);
pub const SHIELD: &Tag = SPRITES.tags().get("ship shield");
pub const SHIP_SPRITES: &ShipSprites = &ShipSprites::load_ship_sprites();
pub const SMALL_SPRITES: &SmallSprites = &SmallSprites {};
pub struct FaceSprites {
sprites: [&'static Sprite; 17],
}
impl FaceSprites {
const fn load_face_sprites() -> Self {
const S_SHOOT: &Sprite = SPRITES.tags().get("shoot").sprite(0);
const S_SHIELD: &Sprite = SPRITES.tags().get("shield").sprite(0);
const S_MALFUNCTION: &Sprite = SPRITES.tags().get("malfunction").sprite(0);
const S_HEAL: &Sprite = SPRITES.tags().get("player_heal").sprite(0);
const S_BYPASS: &Sprite = SPRITES.tags().get("shield bypass").sprite(0);
const S_DOUBLESHOT: &Sprite = SPRITES.tags().get("double shoot").sprite(0);
const S_TRIPLESHOT: &Sprite = SPRITES.tags().get("triple shoot").sprite(0);
const S_BLANK: &Sprite = SPRITES.tags().get("blank").sprite(0);
const S_DISRUPT: &Sprite = SPRITES.tags().get("disruption").sprite(0);
const S_MALFUNCTION_SHOOT: &Sprite = SPRITES.tags().get("malfunction shot").sprite(0);
const S_DOUBLE_SHIELD: &Sprite = SPRITES.tags().get("double shield").sprite(0);
const S_TRIPLE_SHIELD: &Sprite = SPRITES.tags().get("triple shield").sprite(0);
const S_DOUBLE_SHIELD_VALUE: &Sprite = SPRITES.tags().get("double shield value").sprite(0);
const S_DOUBLE_SHOT_VALUE: &Sprite = SPRITES.tags().get("double shoot power").sprite(0);
const S_TRIPLE_SHOT_VALUE: &Sprite = SPRITES.tags().get("triple shoot power").sprite(0);
const S_BURST_SHIELD: &Sprite = SPRITES.tags().get("burst shield").sprite(0);
const S_INVERT: &Sprite = SPRITES.tags().get("swap shield and shoot").sprite(0);
Self {
sprites: [
S_SHOOT,
S_SHIELD,
S_MALFUNCTION,
S_HEAL,
S_BYPASS,
S_DOUBLESHOT,
S_TRIPLESHOT,
S_BLANK,
S_DISRUPT,
S_MALFUNCTION_SHOOT,
S_DOUBLE_SHIELD,
S_TRIPLE_SHIELD,
S_DOUBLE_SHIELD_VALUE,
S_DOUBLE_SHOT_VALUE,
S_TRIPLE_SHOT_VALUE,
S_BURST_SHIELD,
S_INVERT,
],
}
}
pub fn sprite_for_face(&self, face: Face) -> &'static Sprite {
self.sprites[face as usize]
}
}
pub struct ShipSprites {
sprites: [&'static Sprite; 4],
}
impl ShipSprites {
const fn load_ship_sprites() -> Self {
const S_PLAYER: &Sprite = SPRITES.tags().get("player").sprite(0);
const S_DRONE: &Sprite = SPRITES.tags().get("drone").sprite(0);
const S_PILOTED_SHIP: &Sprite = SPRITES.tags().get("piloted ship").sprite(0);
const S_SHIELD: &Sprite = SPRITES.tags().get("ship shield").sprite(0);
Self {
sprites: [S_PLAYER, S_DRONE, S_PILOTED_SHIP, S_SHIELD],
}
}
pub fn sprite_for_ship(&self, ship: Ship) -> &'static Sprite {
self.sprites[ship as usize]
}
}
pub struct SmallSprites;
impl SmallSprites {
pub const fn number(&self, i: u32) -> &'static Sprite {
SPRITES.tags().get("numbers").sprite(i as usize)
}
pub const fn slash(&self) -> &'static Sprite {
SPRITES.tags().get("numbers").sprite(10)
}
pub const fn red_bar(&self, i: usize) -> &'static Sprite {
SPRITES.tags().get("red bar").sprite(i)
}
}
pub struct EnemyAttackSprites {
sprites: [&'static Sprite; 3],
}
impl EnemyAttackSprites {
const fn new() -> Self {
const S_SHOOT: &Sprite = SPRITES.tags().get("enemy shoot").sprite(0);
const S_SHIELD: &Sprite = SPRITES.tags().get("enemy shield").sprite(0);
const S_HEAL: &Sprite = SPRITES.tags().get("enemy heal").sprite(0);
Self {
sprites: [S_SHOOT, S_SHIELD, S_HEAL],
}
}
pub fn sprite_for_attack(&self, attack: EnemyAttackType) -> &'static Sprite {
self.sprites[attack as usize]
}
}
pub struct HealthBar<'a> {
max: usize,
sprites: Vec<Object<'a>>,
}
impl<'a> HealthBar<'a> {
pub fn new(pos: Vector2D<i32>, max: usize, obj: &'a ObjectController) -> Self {
assert_eq!(max % 8, 0);
let sprites = (0..(max / 8))
.into_iter()
.map(|i| {
let health_sprite = obj.sprite(SMALL_SPRITES.red_bar(0));
let mut health_object = obj.object(health_sprite);
health_object
.set_position(pos + (i as i32 * 8, 0).into())
.show();
health_object
})
.collect();
Self { max, sprites }
}
pub fn set_value(&mut self, new_value: usize, obj: &'a ObjectController) {
assert!(new_value <= self.max);
for (i, sprite) in self.sprites.iter_mut().enumerate() {
if (i + 1) * 8 < new_value {
sprite.set_sprite(obj.sprite(SMALL_SPRITES.red_bar(0)));
} else if i * 8 < new_value {
sprite.set_sprite(obj.sprite(SMALL_SPRITES.red_bar(8 - (new_value - i * 8))));
} else {
sprite.set_sprite(obj.sprite(SMALL_SPRITES.red_bar(8)));
}
}
}
pub fn show(&mut self) {
for obj in self.sprites.iter_mut() {
obj.show();
}
}
pub fn hide(&mut self) {
for obj in self.sprites.iter_mut() {
obj.hide();
}
}
}
pub struct FractionDisplay<'a> {
sprites: Vec<Object<'a>>,
digits: usize,
current_current: usize,
current_max: usize,
}
impl<'a> FractionDisplay<'a> {
pub fn new(pos: Vector2D<i32>, digits: usize, obj: &'a ObjectController) -> Self {
let mut sprites = Vec::with_capacity(digits * 2 + 1);
for i in 0..digits {
let mut left_digit = obj.object(obj.sprite(SMALL_SPRITES.number(0)));
left_digit.set_position(pos + (i as i32 * 4, 0).into());
sprites.push(left_digit);
let mut right_digit = obj.object(obj.sprite(SMALL_SPRITES.number(0)));
right_digit.set_position(pos + (i as i32 * 4 + digits as i32 * 4 + 7, 0).into());
sprites.push(right_digit);
}
let mut slash = obj.object(obj.sprite(SMALL_SPRITES.slash()));
slash.set_position(pos + (digits as i32 * 4 + 1, 0).into());
sprites.push(slash);
Self {
sprites,
digits,
current_current: 0,
current_max: 0,
}
}
pub fn set_value(&mut self, current: usize, max: usize, obj: &'a ObjectController) {
if self.current_current == current && self.current_max == max {
return;
}
let mut current = current;
let mut max = max;
for i in 0..self.digits {
let current_value_digit = current % 10;
current /= 10;
let current_value_sprite = &mut self.sprites[(self.digits - i) * 2 - 2];
current_value_sprite
.set_sprite(obj.sprite(SMALL_SPRITES.number(current_value_digit as u32)));
let max_value_digit = max % 10;
max /= 10;
let max_value_sprite = &mut self.sprites[(self.digits - i) * 2 - 1];
max_value_sprite.set_sprite(obj.sprite(SMALL_SPRITES.number(max_value_digit as u32)));
}
}
}
pub struct NumberDisplay<'a> {
objects: Vec<Object<'a>>,
value: Option<u32>,
position: Vector2D<i32>,
}
impl<'a> NumberDisplay<'a> {
pub fn new(position: Vector2D<i32>) -> Self {
Self {
objects: Vec::new(),
value: None,
position,
}
}
pub fn set_value(&mut self, new_value: Option<u32>, obj: &'a ObjectController) {
if self.value == new_value {
return;
}
self.value = new_value;
self.objects.clear();
if let Some(mut new_value) = new_value {
if new_value == 0 {
let mut zero_object = obj.object(obj.sprite(SMALL_SPRITES.number(0)));
zero_object.show().set_position(self.position);
self.objects.push(zero_object);
return;
}
let mut digit = 0;
while new_value != 0 {
let current_value_digit = new_value % 10;
new_value /= 10;
let mut current_value_obj =
obj.object(obj.sprite(SMALL_SPRITES.number(current_value_digit)));
current_value_obj
.show()
.set_position(self.position - (digit * 4, 0).into());
digit += 1;
self.objects.push(current_value_obj);
}
}
}
}

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use agb::{hash_map::HashMap, rng};
use alloc::vec::Vec;
use crate::{battle::EnemyAttack, Face};
pub struct GeneratedAttack {
pub attack: EnemyAttack,
pub cooldown: u32,
}
pub fn generate_attack(current_level: u32) -> Option<GeneratedAttack> {
if (rng::gen().rem_euclid(1024) as u32) < current_level * 2 {
Some(GeneratedAttack {
attack: generate_enemy_attack(current_level),
cooldown: generate_cooldown(current_level),
})
} else {
None
}
}
fn generate_enemy_attack(current_level: u32) -> EnemyAttack {
let attack_id = rng::gen().rem_euclid(10) as u32;
if attack_id < 7 {
EnemyAttack::Shoot(rng::gen().rem_euclid(((current_level + 2) / 3) as i32) as u32 + 1)
} else if attack_id < 9 {
EnemyAttack::Shield(
(rng::gen().rem_euclid(((current_level + 4) / 5) as i32) as u32 + 1).min(5),
)
} else {
EnemyAttack::Heal(rng::gen().rem_euclid(((current_level + 1) / 2) as i32) as u32)
}
}
fn generate_cooldown(current_level: u32) -> u32 {
rng::gen().rem_euclid((5 * 60 - current_level as i32 * 10).max(1)) as u32 + 2 * 60
}
pub fn generate_upgrades(level: u32) -> Vec<Face> {
let mut upgrade_values = HashMap::new();
upgrade_values.insert(Face::Shoot, 5);
upgrade_values.insert(Face::DoubleShot, 10);
upgrade_values.insert(Face::DoubleShotValue, 15);
upgrade_values.insert(Face::TripleShot, 20);
upgrade_values.insert(Face::TripleShotValue, 30);
upgrade_values.insert(Face::Shield, 5);
upgrade_values.insert(Face::DoubleShield, 10);
upgrade_values.insert(Face::TripleShield, 20);
upgrade_values.insert(Face::DoubleShieldValue, 25);
upgrade_values.insert(Face::Malfunction, -2);
upgrade_values.insert(Face::Bypass, 7);
upgrade_values.insert(Face::Disrupt, 10);
upgrade_values.insert(Face::MalfunctionShot, 15);
upgrade_values.insert(Face::Heal, 8);
upgrade_values.insert(Face::BurstShield, 30);
upgrade_values.insert(Face::Invert, 30);
let potential_upgrades: Vec<Face> = upgrade_values.keys().cloned().collect();
let mut upgrades = Vec::new();
let upgrade_value = |upgrades: &[Face], potential_upgrade: Face| -> i32 {
upgrades
.iter()
.map(|x| upgrade_values.get(x).unwrap())
.sum::<i32>()
+ upgrade_values.get(&potential_upgrade).unwrap()
};
let max_upgrade_value = 15 + (rng::gen().rem_euclid(level as i32 * 5));
let mut attempts = 0;
while upgrades.len() != 3 {
attempts += 1;
let next = potential_upgrades[rng::gen() as usize % potential_upgrades.len()];
let number_of_malfunctions = upgrades
.iter()
.chain(core::iter::once(&next))
.filter(|&x| *x == Face::Malfunction)
.count();
let maximum_number_of_malfunctions = if level < 5 { 0 } else { 1 };
if upgrade_value(&upgrades, next) <= max_upgrade_value
&& number_of_malfunctions <= maximum_number_of_malfunctions
{
upgrades.push(next);
attempts = 0;
}
if attempts > 100 {
upgrades.clear();
}
}
upgrades
}

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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]
use agb::display;
use agb::display::object::ObjectController;
use agb::display::tiled::VRamManager;
use agb::display::Priority;
use agb::interrupt::VBlank;
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();
if save::load_high_score() > 1000 {
save::save_high_score(0);
}
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);
let mut mixer = gba.mixer.mixer();
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(current_level);
}
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)
}

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use agb::interrupt::free;
use bare_metal::Mutex;
use core::cell::RefCell;
const RAM_ADDRESS: *mut u8 = 0x0E00_0000 as *mut u8;
const HIGH_SCORE_ADDRESS_START: *mut u8 = RAM_ADDRESS.wrapping_offset(1);
static HIGHSCORE: Mutex<RefCell<u32>> = Mutex::new(RefCell::new(0));
pub fn init_save() {
if (unsafe { RAM_ADDRESS.read_volatile() } == !0) {
save_high_score(0);
unsafe { RAM_ADDRESS.write_volatile(0) };
}
let mut a = [0; 4];
for (idx, a) in a.iter_mut().enumerate() {
*a = unsafe { HIGH_SCORE_ADDRESS_START.add(idx).read_volatile() };
}
let high_score = u32::from_le_bytes(a);
free(|cs| {
if high_score > 100 {
HIGHSCORE.borrow(cs).replace(0);
} else {
HIGHSCORE.borrow(cs).replace(high_score);
}
});
}
pub fn load_high_score() -> u32 {
free(|cs| *HIGHSCORE.borrow(cs).borrow())
}
pub fn save_high_score(score: u32) {
let a = score.to_le_bytes();
for (idx, &a) in a.iter().enumerate() {
unsafe { HIGH_SCORE_ADDRESS_START.add(idx).write_volatile(a) };
}
free(|cs| HIGHSCORE.borrow(cs).replace(score));
}

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use agb::fixnum::num;
use agb::sound::mixer::{ChannelId, Mixer, SoundChannel};
use agb::{include_wav, rng};
const DICE_ROLLS: &[&[u8]] = &[
include_wav!("sfx/SingleRoll_1.wav"),
include_wav!("sfx/SingleRoll_2.wav"),
include_wav!("sfx/SingleRoll_3.wav"),
include_wav!("sfx/SingleRoll_4.wav"),
include_wav!("sfx/SingleRoll_5.wav"),
];
const MULTI_ROLLS: &[&[u8]] = &[
include_wav!("sfx/MultiRoll_1.wav"),
include_wav!("sfx/MultiRoll_2.wav"),
include_wav!("sfx/MultiRoll_3.wav"),
include_wav!("sfx/MultiRoll_4.wav"),
include_wav!("sfx/MultiRoll_5.wav"),
];
const MENU_BGM: &[u8] = include_wav!("sfx/BGM_Menu.wav");
const BATTLE_BGM: &[u8] = include_wav!("sfx/BGM_Fight.wav");
const TITLE_BGM: &[u8] = include_wav!("sfx/BGM_Title.wav");
const SHOOT: &[u8] = include_wav!("sfx/shoot.wav");
const SHOT_HIT: &[u8] = include_wav!("sfx/shot_hit.wav");
const SHIP_EXPLODE: &[u8] = include_wav!("sfx/ship_explode.wav");
const MOVE_CURSOR: &[u8] = include_wav!("sfx/move_cursor.wav");
const SELECT: &[u8] = include_wav!("sfx/select.wav");
const BACK: &[u8] = include_wav!("sfx/back.wav");
const ACCEPT: &[u8] = include_wav!("sfx/accept.wav");
const SHIELD_DOWN: &[u8] = include_wav!("sfx/shield_down.wav");
const SHIELD_UP: &[u8] = include_wav!("sfx/shield_up.wav");
const SHIELD_DEFEND: &[u8] = include_wav!("sfx/shield_defend.wav");
const DISRUPT: &[u8] = include_wav!("sfx/disrupt.wav");
const HEAL: &[u8] = include_wav!("sfx/heal.wav");
const SEND_BURST_SHIELD: &[u8] = include_wav!("sfx/send_burst_shield.wav");
const BURST_SHIELD_HIT: &[u8] = include_wav!("sfx/burst_shield_hit.wav");
#[derive(Clone, Copy, PartialEq, Eq)]
enum BattleOrMenu {
Battle,
Menu,
Title,
}
pub struct Sfx<'a> {
mixer: &'a mut Mixer,
state: BattleOrMenu,
current_bgm: ChannelId,
}
impl<'a> Sfx<'a> {
pub fn new(mixer: &'a mut Mixer) -> Self {
let mut title_music = SoundChannel::new_high_priority(TITLE_BGM);
title_music.should_loop();
let title_channel = mixer.play_sound(title_music).unwrap();
Self {
mixer,
state: BattleOrMenu::Title,
current_bgm: title_channel,
}
}
pub fn frame(&mut self) {
self.mixer.frame();
}
pub fn battle(&mut self) {
if self.state == BattleOrMenu::Battle {
return;
}
self.state = BattleOrMenu::Battle;
let current_channel = self.mixer.channel(&self.current_bgm).unwrap();
let pos = current_channel.pos();
current_channel.stop();
let mut battle_music = SoundChannel::new_high_priority(BATTLE_BGM);
battle_music.should_loop().set_pos(pos);
self.current_bgm = self.mixer.play_sound(battle_music).unwrap();
}
pub fn customise(&mut self) {
if self.state == BattleOrMenu::Menu {
return;
}
let should_restart = self.state == BattleOrMenu::Title;
self.state = BattleOrMenu::Menu;
let current_channel = self.mixer.channel(&self.current_bgm).unwrap();
let pos = current_channel.pos();
current_channel.stop();
let mut menu_music = SoundChannel::new_high_priority(MENU_BGM);
menu_music
.should_loop()
.set_pos(if should_restart { 0.into() } else { pos });
self.current_bgm = self.mixer.play_sound(menu_music).unwrap();
}
pub fn title_screen(&mut self) {
if self.state == BattleOrMenu::Title {
return;
}
self.state = BattleOrMenu::Title;
self.mixer.channel(&self.current_bgm).unwrap().stop();
let mut title_music = SoundChannel::new_high_priority(TITLE_BGM);
title_music.should_loop();
self.current_bgm = self.mixer.play_sound(title_music).unwrap();
}
pub fn roll(&mut self) {
let roll_sound_to_use = rng::gen().rem_euclid(DICE_ROLLS.len() as i32);
let sound_channel = SoundChannel::new(DICE_ROLLS[roll_sound_to_use as usize]);
self.mixer.play_sound(sound_channel);
}
pub fn roll_multi(&mut self) {
let roll_sound_to_use = rng::gen().rem_euclid(MULTI_ROLLS.len() as i32);
let sound_channel = SoundChannel::new(MULTI_ROLLS[roll_sound_to_use as usize]);
self.mixer.play_sound(sound_channel);
}
pub fn shoot(&mut self) {
self.mixer.play_sound(SoundChannel::new(SHOOT));
}
pub fn shot_hit(&mut self) {
self.mixer.play_sound(SoundChannel::new(SHOT_HIT));
}
pub fn ship_explode(&mut self) {
self.mixer.play_sound(SoundChannel::new(SHIP_EXPLODE));
}
pub fn move_cursor(&mut self) {
let mut channel = SoundChannel::new(MOVE_CURSOR);
channel.volume(num!(0.5));
self.mixer.play_sound(channel);
}
pub fn select(&mut self) {
let mut channel = SoundChannel::new(SELECT);
channel.volume(num!(0.75));
self.mixer.play_sound(channel);
}
pub fn back(&mut self) {
let mut channel = SoundChannel::new(BACK);
channel.volume(num!(0.5));
self.mixer.play_sound(channel);
}
pub fn accept(&mut self) {
let mut channel = SoundChannel::new(ACCEPT);
channel.volume(num!(0.5));
self.mixer.play_sound(channel);
}
pub fn shield_down(&mut self) {
self.mixer.play_sound(SoundChannel::new(SHIELD_DOWN));
}
pub fn shield_up(&mut self) {
self.mixer.play_sound(SoundChannel::new(SHIELD_UP));
}
pub fn shield_defend(&mut self) {
let mut channel = SoundChannel::new(SHIELD_DEFEND);
channel.volume(num!(0.5));
self.mixer.play_sound(channel);
}
pub fn disrupt(&mut self) {
self.mixer.play_sound(SoundChannel::new(DISRUPT));
}
pub fn heal(&mut self) {
self.mixer.play_sound(SoundChannel::new(HEAL));
}
pub fn send_burst_shield(&mut self) {
self.mixer.play_sound(SoundChannel::new(SEND_BURST_SHIELD));
}
pub fn burst_shield_hit(&mut self) {
self.mixer.play_sound(SoundChannel::new(BURST_SHIELD_HIT));
}
}