Add the hat chooses the wizard example

This commit is contained in:
GBA bot 2022-01-01 12:09:21 +00:00
parent 2e181ad0ea
commit 92d63999e8
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[unstable]
build-std = ["core", "alloc"]
build-std-features = ["compiler-builtins-mem"]
[build]
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[target.thumbv4t-none-eabi]
rustflags = ["-Clink-arg=-Tgba.ld"]
runner = "mgba-qt"

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/target
/joinedtogether.*

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Mozilla Public License Version 2.0
==================================
1. Definitions
--------------
1.1. "Contributor"
means each individual or legal entity that creates, contributes to
the creation of, or owns Covered Software.
1.2. "Contributor Version"
means the combination of the Contributions of others (if any) used
by a Contributor and that particular Contributor's Contribution.
1.3. "Contribution"
means Covered Software of a particular Contributor.
1.4. "Covered Software"
means Source Code Form to which the initial Contributor has attached
the notice in Exhibit A, the Executable Form of such Source Code
Form, and Modifications of such Source Code Form, in each case
including portions thereof.
1.5. "Incompatible With Secondary Licenses"
means
(a) that the initial Contributor has attached the notice described
in Exhibit B to the Covered Software; or
(b) that the Covered Software was made available under the terms of
version 1.1 or earlier of the License, but not also under the
terms of a Secondary License.
1.6. "Executable Form"
means any form of the work other than Source Code Form.
1.7. "Larger Work"
means a work that combines Covered Software with other material, in
a separate file or files, that is not Covered Software.
1.8. "License"
means this document.
1.9. "Licensable"
means having the right to grant, to the maximum extent possible,
whether at the time of the initial grant or subsequently, any and
all of the rights conveyed by this License.
1.10. "Modifications"
means any of the following:
(a) any file in Source Code Form that results from an addition to,
deletion from, or modification of the contents of Covered
Software; or
(b) any new file in Source Code Form that contains any Covered
Software.
1.11. "Patent Claims" of a Contributor
means any patent claim(s), including without limitation, method,
process, and apparatus claims, in any patent Licensable by such
Contributor that would be infringed, but for the grant of the
License, by the making, using, selling, offering for sale, having
made, import, or transfer of either its Contributions or its
Contributor Version.
1.12. "Secondary License"
means either the GNU General Public License, Version 2.0, the GNU
Lesser General Public License, Version 2.1, the GNU Affero General
Public License, Version 3.0, or any later versions of those
licenses.
1.13. "Source Code Form"
means the form of the work preferred for making modifications.
1.14. "You" (or "Your")
means an individual or a legal entity exercising rights under this
License. For legal entities, "You" includes any entity that
controls, is controlled by, or is under common control with You. For
purposes of this definition, "control" means (a) the power, direct
or indirect, to cause the direction or management of such entity,
whether by contract or otherwise, or (b) ownership of more than
fifty percent (50%) of the outstanding shares or beneficial
ownership of such entity.
2. License Grants and Conditions
--------------------------------
2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free,
non-exclusive license:
(a) under intellectual property rights (other than patent or trademark)
Licensable by such Contributor to use, reproduce, make available,
modify, display, perform, distribute, and otherwise exploit its
Contributions, either on an unmodified basis, with Modifications, or
as part of a Larger Work; and
(b) under Patent Claims of such Contributor to make, use, sell, offer
for sale, have made, import, and otherwise transfer either its
Contributions or its Contributor Version.
2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution
become effective for each Contribution on the date the Contributor first
distributes such Contribution.
2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under
this License. No additional rights or licenses will be implied from the
distribution or licensing of Covered Software under this License.
Notwithstanding Section 2.1(b) above, no patent license is granted by a
Contributor:
(a) for any code that a Contributor has removed from Covered Software;
or
(b) for infringements caused by: (i) Your and any other third party's
modifications of Covered Software, or (ii) the combination of its
Contributions with other software (except as part of its Contributor
Version); or
(c) under Patent Claims infringed by Covered Software in the absence of
its Contributions.
This License does not grant any rights in the trademarks, service marks,
or logos of any Contributor (except as may be necessary to comply with
the notice requirements in Section 3.4).
2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to
distribute the Covered Software under a subsequent version of this
License (see Section 10.2) or under the terms of a Secondary License (if
permitted under the terms of Section 3.3).
2.5. Representation
Each Contributor represents that the Contributor believes its
Contributions are its original creation(s) or it has sufficient rights
to grant the rights to its Contributions conveyed by this License.
2.6. Fair Use
This License is not intended to limit any rights You have under
applicable copyright doctrines of fair use, fair dealing, or other
equivalents.
2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
in Section 2.1.
3. Responsibilities
-------------------
3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any
Modifications that You create or to which You contribute, must be under
the terms of this License. You must inform recipients that the Source
Code Form of the Covered Software is governed by the terms of this
License, and how they can obtain a copy of this License. You may not
attempt to alter or restrict the recipients' rights in the Source Code
Form.
3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
(a) such Covered Software must also be made available in Source Code
Form, as described in Section 3.1, and You must inform recipients of
the Executable Form how they can obtain a copy of such Source Code
Form by reasonable means in a timely manner, at a charge no more
than the cost of distribution to the recipient; and
(b) You may distribute such Executable Form under the terms of this
License, or sublicense it under different terms, provided that the
license for the Executable Form does not attempt to limit or alter
the recipients' rights in the Source Code Form under this License.
3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice,
provided that You also comply with the requirements of this License for
the Covered Software. If the Larger Work is a combination of Covered
Software with a work governed by one or more Secondary Licenses, and the
Covered Software is not Incompatible With Secondary Licenses, this
License permits You to additionally distribute such Covered Software
under the terms of such Secondary License(s), so that the recipient of
the Larger Work may, at their option, further distribute the Covered
Software under the terms of either this License or such Secondary
License(s).
3.4. Notices
You may not remove or alter the substance of any license notices
(including copyright notices, patent notices, disclaimers of warranty,
or limitations of liability) contained within the Source Code Form of
the Covered Software, except that You may alter any license notices to
the extent required to remedy known factual inaccuracies.
3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support,
indemnity or liability obligations to one or more recipients of Covered
Software. However, You may do so only on Your own behalf, and not on
behalf of any Contributor. You must make it absolutely clear that any
such warranty, support, indemnity, or liability obligation is offered by
You alone, and You hereby agree to indemnify every Contributor for any
liability incurred by such Contributor as a result of warranty, support,
indemnity or liability terms You offer. You may include additional
disclaimers of warranty and limitations of liability specific to any
jurisdiction.
4. Inability to Comply Due to Statute or Regulation
---------------------------------------------------
If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Covered Software due to
statute, judicial order, or regulation then You must: (a) comply with
the terms of this License to the maximum extent possible; and (b)
describe the limitations and the code they affect. Such description must
be placed in a text file included with all distributions of the Covered
Software under this License. Except to the extent prohibited by statute
or regulation, such description must be sufficiently detailed for a
recipient of ordinary skill to be able to understand it.
5. Termination
--------------
5.1. The rights granted under this License will terminate automatically
if You fail to comply with any of its terms. However, if You become
compliant, then the rights granted under this License from a particular
Contributor are reinstated (a) provisionally, unless and until such
Contributor explicitly and finally terminates Your grants, and (b) on an
ongoing basis, if such Contributor fails to notify You of the
non-compliance by some reasonable means prior to 60 days after You have
come back into compliance. Moreover, Your grants from a particular
Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the
first time You have received notice of non-compliance with this License
from such Contributor, and You become compliant prior to 30 days after
Your receipt of the notice.
5.2. If You initiate litigation against any entity by asserting a patent
infringement claim (excluding declaratory judgment actions,
counter-claims, and cross-claims) alleging that a Contributor Version
directly or indirectly infringes any patent, then the rights granted to
You by any and all Contributors for the Covered Software under Section
2.1 of this License shall terminate.
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
end user license agreements (excluding distributors and resellers) which
have been validly granted by You or Your distributors under this License
prior to termination shall survive termination.
************************************************************************
* *
* 6. Disclaimer of Warranty *
* ------------------------- *
* *
* Covered Software is provided under this License on an "as is" *
* basis, without warranty of any kind, either expressed, implied, or *
* statutory, including, without limitation, warranties that the *
* Covered Software is free of defects, merchantable, fit for a *
* particular purpose or non-infringing. The entire risk as to the *
* quality and performance of the Covered Software is with You. *
* Should any Covered Software prove defective in any respect, You *
* (not any Contributor) assume the cost of any necessary servicing, *
* repair, or correction. This disclaimer of warranty constitutes an *
* essential part of this License. No use of any Covered Software is *
* authorized under this License except under this disclaimer. *
* *
************************************************************************
************************************************************************
* *
* 7. Limitation of Liability *
* -------------------------- *
* *
* Under no circumstances and under no legal theory, whether tort *
* (including negligence), contract, or otherwise, shall any *
* Contributor, or anyone who distributes Covered Software as *
* permitted above, be liable to You for any direct, indirect, *
* special, incidental, or consequential damages of any character *
* including, without limitation, damages for lost profits, loss of *
* goodwill, work stoppage, computer failure or malfunction, or any *
* and all other commercial damages or losses, even if such party *
* shall have been informed of the possibility of such damages. This *
* limitation of liability shall not apply to liability for death or *
* personal injury resulting from such party's negligence to the *
* extent applicable law prohibits such limitation. Some *
* jurisdictions do not allow the exclusion or limitation of *
* incidental or consequential damages, so this exclusion and *
* limitation may not apply to You. *
* *
************************************************************************
8. Litigation
-------------
Any litigation relating to this License may be brought only in the
courts of a jurisdiction where the defendant maintains its principal
place of business and such litigation shall be governed by laws of that
jurisdiction, without reference to its conflict-of-law provisions.
Nothing in this Section shall prevent a party's ability to bring
cross-claims or counter-claims.
9. Miscellaneous
----------------
This License represents the complete agreement concerning the subject
matter hereof. If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable. Any law or regulation which provides
that the language of a contract shall be construed against the drafter
shall not be used to construe this License against a Contributor.
10. Versions of the License
---------------------------
10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section
10.3, no one other than the license steward has the right to modify or
publish new versions of this License. Each version will be given a
distinguishing version number.
10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version
of the License under which You originally received the Covered Software,
or under the terms of any subsequent version published by the license
steward.
10.3. Modified Versions
If you create software not governed by this License, and you want to
create a new license for such software, you may create and use a
modified version of this License if you rename the license and remove
any references to the name of the license steward (except to note that
such modified license differs from this License).
10.4. Distributing Source Code Form that is Incompatible With Secondary
Licenses
If You choose to distribute Source Code Form that is Incompatible With
Secondary Licenses under the terms of this version of the License, the
notice described in Exhibit B of this License must be attached.
Exhibit A - Source Code Form License Notice
-------------------------------------------
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular
file, then You may include the notice in a location (such as a LICENSE
file in a relevant directory) where a recipient would be likely to look
for such a notice.
You may add additional accurate notices of copyright ownership.
Exhibit B - "Incompatible With Secondary Licenses" Notice
---------------------------------------------------------
This Source Code Form is "Incompatible With Secondary Licenses", as
defined by the Mozilla Public License, v. 2.0.

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@ -0,0 +1,18 @@
# The Hat Chooses The Wizard
[![the hat chooses the wizard screenshot](screenshot.png)](https://lostimmortal.itch.io/the-hat-chooses-the-wizard)
A Game Boy Advance game made for the [GMTK Game jam 2021](https://itch.io/jam/gmtk-2021) written in Rust using the [agb library](https://github.com/corwinkuiper/agb).
Play it at [lostimmortal.itch.io/the-hat-chooses-the-wizard](https://lostimmortal.itch.io/the-hat-chooses-the-wizard).
## Compiling
The [repository for agb](https://github.com/corwinkuiper/agb) gives instructions for what tools are required for using agb.
If you have these, then clone this repository and build away.
If mgba-qt is installed, then a `cargo run` will build and run the game.
## Changes
This code may have changed since the gamejam submission, the tag `gmtk-submission` contains *exactly* the code at the point of submission.
This may be difficult to compile due to requiring some special directory setup, so the tag `gmtk-submission-agb-versioned` contains a single change that means it is easier to compile.

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@ -0,0 +1,234 @@
const LEVELS: &[&str] = &[
"1-1.json", "1-2.json", "1-3.json", "1-4.json", "1-5.json", "1-6.json", "1-7.json", "1-8.json",
"2-4.json", "2-2.json", "2-1.json", "2-3.json",
];
fn main() {
let out_dir = std::env::var("OUT_DIR").expect("OUT_DIR environment variable must be specified");
tiled_export::export_tilemap(&out_dir).expect("Failed to export tilemap");
for &level in LEVELS {
tiled_export::export_level(&out_dir, level).expect("Failed to export level");
}
}
mod tiled_export {
use serde::Deserialize;
use std::collections::HashMap;
use std::fs::File;
use std::io::{BufReader, BufWriter, Write};
const COLLISION_TILE: i32 = 1;
const KILL_TILE: i32 = 2;
const WIN_TILE: i32 = 4;
pub fn export_tilemap(out_dir: &str) -> std::io::Result<()> {
let filename = "map/tilemap.json";
println!("cargo:rerun-if-changed={}", filename);
let file = File::open(filename)?;
let reader = BufReader::new(file);
let tilemap: TiledTilemap = serde_json::from_reader(reader)?;
let output_file = File::create(format!("{}/tilemap.rs", out_dir))?;
let mut writer = BufWriter::new(output_file);
let tile_data: HashMap<_, _> = tilemap
.tiles
.iter()
.map(|tile| {
(
tile.id,
match tile.tile_type.as_str() {
"Collision" => COLLISION_TILE,
"Kill" => KILL_TILE,
"Win" => WIN_TILE,
_ => 0,
},
)
})
.collect();
let tile_info = (0..tilemap.tilecount)
.map(|id| *tile_data.get(&id).unwrap_or(&0))
.map(|tile_type| tile_type.to_string())
.collect::<Vec<String>>()
.join(", ");
writeln!(
&mut writer,
"pub const COLLISION_TILE: i32 = {};",
COLLISION_TILE
)?;
writeln!(&mut writer, "pub const KILL_TILE: i32 = {};", KILL_TILE)?;
writeln!(&mut writer, "pub const WIN_TILE: i32 = {};", WIN_TILE)?;
writeln!(
&mut writer,
"pub const TILE_DATA: &[u32] = &[{}];",
tile_info
)?;
Ok(())
}
pub fn export_level(out_dir: &str, level_file: &str) -> std::io::Result<()> {
let filename = format!("map/{}", level_file);
println!("cargo:rerun-if-changed={}", filename);
let file = File::open(filename)?;
let reader = BufReader::new(file);
let level: TiledLevel = serde_json::from_reader(reader)?;
let output_file = File::create(format!("{}/{}.rs", out_dir, level_file))?;
let mut writer = BufWriter::new(output_file);
let layer_1 = level.layers[0]
.data
.as_ref()
.expect("Expected first layer to be a tile layer")
.iter()
.map(|id| get_map_id(*id).to_string())
.collect::<Vec<_>>()
.join(", ");
let layer_2 = level.layers[1]
.data
.as_ref()
.expect("Expected second layer to be a tile layer")
.iter()
.map(|id| get_map_id(*id).to_string())
.collect::<Vec<_>>()
.join(", ");
writeln!(&mut writer, "const WIDTH: u32 = {};", level.width)?;
writeln!(&mut writer, "const HEIGHT: u32 = {};", level.height)?;
writeln!(&mut writer, "const TILEMAP: &[u16] = &[{}];", layer_1)?;
writeln!(&mut writer, "const BACKGROUND: &[u16] = &[{}];", layer_2)?;
let objects = level.layers[2]
.objects
.as_ref()
.expect("Expected third layer to be an object layer")
.iter()
.map(|object| (&object.object_type, (object.x, object.y)));
let mut snails = vec![];
let mut slimes = vec![];
let mut enemy_stops = vec![];
let mut player_start = None;
for (object_type, (x, y)) in objects {
match object_type.as_str() {
"Snail Spawn" => snails.push((x, y)),
"Slime Spawn" => slimes.push((x, y)),
"Player Start" => player_start = Some((x, y)),
"Enemy Stop" => enemy_stops.push((x, y)),
_ => panic!("Unknown object type {}", object_type),
}
}
let player_start = player_start.expect("Need a start place for the player");
let slimes_str = slimes
.iter()
.map(|slime| format!("({}, {})", slime.0, slime.1))
.collect::<Vec<_>>()
.join(", ");
let snails_str = snails
.iter()
.map(|slime| format!("({}, {})", slime.0, slime.1))
.collect::<Vec<_>>()
.join(", ");
let enemy_stop_str = enemy_stops
.iter()
.map(|enemy_stop| format!("({}, {})", enemy_stop.0, enemy_stop.1))
.collect::<Vec<_>>()
.join(", ");
writeln!(
&mut writer,
"const SNAILS: &[(i32, i32)] = &[{}];",
snails_str
)?;
writeln!(
&mut writer,
"const SLIMES: &[(i32, i32)] = &[{}];",
slimes_str
)?;
writeln!(
&mut writer,
"const ENEMY_STOPS: &[(i32, i32)] = &[{}];",
enemy_stop_str
)?;
writeln!(
&mut writer,
"const START_POS: (i32, i32) = ({}, {});",
player_start.0, player_start.1
)?;
writeln!(
&mut writer,
r#"
use crate::Level;
use agb::number::Vector2D;
pub const fn get_level() -> Level {{
Level {{
background: &TILEMAP,
foreground: &BACKGROUND,
dimensions: Vector2D {{x: WIDTH, y: HEIGHT}},
collision: &crate::map_tiles::tilemap::TILE_DATA,
enemy_stops: &ENEMY_STOPS,
slimes: &SLIMES,
snails: &SNAILS,
start_pos: START_POS,
}}
}}
"#
)?;
Ok(())
}
fn get_map_id(id: i32) -> i32 {
match id {
0 => 10,
i => i - 1,
}
}
#[derive(Deserialize)]
struct TiledLevel {
layers: Vec<TiledLayer>,
width: i32,
height: i32,
}
#[derive(Deserialize)]
struct TiledLayer {
data: Option<Vec<i32>>,
objects: Option<Vec<TiledObject>>,
}
#[derive(Deserialize)]
struct TiledObject {
#[serde(rename = "type")]
object_type: String,
x: i32,
y: i32,
}
#[derive(Deserialize)]
struct TiledTilemap {
tiles: Vec<TiledTile>,
tilecount: i32,
}
#[derive(Deserialize)]
struct TiledTile {
id: i32,
#[serde(rename = "type")]
tile_type: String,
}
}

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@ -0,0 +1,106 @@
OUTPUT_FORMAT("elf32-littlearm", "elf32-bigarm", "elf32-littlearm")
OUTPUT_ARCH(arm)
ENTRY(__start)
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);
SECTIONS {
. = __text_start;
.crt0 : {
KEEP (crt0.o(.text));
. = ALIGN(4);
} > rom
.text : {
*(.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) }
/* discard anything not already mentioned */
/DISCARD/ : { *(*) }
}

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@ -0,0 +1,6 @@
version = "1.0"
[image.object_sheet]
filename = "object_sheet.png"
tile_size = "8x8"
transparent_colour = "2ce8f4"

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@ -0,0 +1,11 @@
version = "1.0"
[image.thanks_for_playing]
filename = "thanks_for_playing.png"
tile_size = "8x8"
transparent_colour = "2ce8f4"
[image.splash]
filename = "splash.png"
tile_size = "8x8"
transparent_colour = "2ce8f4"

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@ -0,0 +1,7 @@
version = "1.0"
[image.background]
filename = "tile_sheet.png"
tile_size = "8x8"
transparent_colour = "2ce8f4"

View file

@ -0,0 +1,75 @@
{ "compressionlevel":-1,
"editorsettings":
{
"export":
{
"format":"json",
"target":"1-1.json"
}
},
"height":20,
"infinite":false,
"layers":[
{
"data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 335, 334, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 113, 0, 85, 86, 0, 0, 87, 363, 362, 0, 0, 0, 0, 0, 0, 306, 0, 0, 0, 0, 0, 0, 118, 0, 0, 0, 0, 224, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 87, 0, 0, 0, 146, 0, 0, 0, 87, 252, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
"height":20,
"id":2,
"name":"Background + Embelishments",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":30,
"x":0,
"y":0
},
{
"data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 172, 172, 173, 174, 175, 172, 173, 174, 175, 169, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 200, 200, 201, 202, 203, 200, 201, 202, 203, 289, 0, 0, 0, 0, 0, 260, 172, 173, 174, 175, 172, 173, 174, 175, 172, 173, 172, 173, 174, 175, 229, 230, 231, 231, 231, 231, 231, 231, 231, 318, 0, 0, 0, 0, 0, 288, 200, 201, 202, 203, 200, 201, 202, 203, 200, 201, 200, 201, 202, 203, 229, 229, 229, 229, 229, 229, 229, 229, 229, 318, 0, 0, 0, 0, 0, 319, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 318, 0, 0, 0, 0, 0, 319, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 318, 0, 0, 0, 0, 0, 319, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 318, 0, 0, 0, 0, 0, 319, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 318, 0, 0, 0, 0, 0, 319, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 318, 0, 0, 0, 0, 0, 319, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 318, 284, 285, 285, 285, 286, 319, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229, 229],
"height":20,
"id":1,
"name":"World",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":30,
"x":0,
"y":0
},
{
"draworder":"topdown",
"id":3,
"name":"Point Locations",
"objects":[
{
"height":0,
"id":1,
"name":"",
"point":true,
"rotation":0,
"type":"Player Start",
"visible":true,
"width":0,
"x":16,
"y":80
}],
"opacity":1,
"type":"objectgroup",
"visible":true,
"x":0,
"y":0
}],
"nextlayerid":4,
"nextobjectid":3,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.7.0",
"tileheight":8,
"tilesets":[
{
"firstgid":1,
"source":"tilemap.tsx"
}],
"tilewidth":8,
"type":"map",
"version":"1.6",
"width":30
}

View file

@ -0,0 +1,60 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.5" tiledversion="1.7.0" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="3">
<editorsettings>
<export target="1-1.json" format="json"/>
</editorsettings>
<tileset firstgid="1" source="tilemap.tsx"/>
<layer id="2" name="Background + Embelishments" width="30" height="20">
<data encoding="csv">
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</data>
</layer>
<objectgroup id="3" name="Objs">
<object id="1" type="Player Start" x="272" y="152">
<point/>
</object>
<object id="2" type="Slime Spawn" x="88" y="296">
<point/>
</object>
<object id="3" type="Slime Spawn" x="272" y="296">
<point/>
</object>
<object id="4" type="Slime Spawn" x="184" y="80">
<point/>
</object>
<object id="5" type="Snail Spawn" x="312" y="80">
<point/>
</object>
<object id="6" type="Enemy Stop" x="200" y="80">
<point/>
</object>
<object id="7" type="Enemy Stop" x="232" y="80">
<point/>
</object>
<object id="8" type="Slime Spawn" x="448" y="304">
<point/>
</object>
</objectgroup>
</map>

View file

@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?>
<objecttypes>
<objecttype name="Win" color="#a0a0a4"/>
<objecttype name="Collision" color="#a0a0a4"/>
<objecttype name="Enemy Stop" color="#ffff00"/>
<objecttype name="Kill" color="#a0a0a4"/>
<objecttype name="Player Start" color="#ff0000"/>
<objecttype name="Slime Spawn" color="#00aa00"/>
<objecttype name="Snail Spawn" color="#55557f"/>
</objecttypes>

View file

@ -0,0 +1,404 @@
{ "columns":28,
"editorsettings":
{
"export":
{
"format":"json",
"target":"tilemap.json"
}
},
"image":"..\/gfx\/tile_sheet.png",
"imageheight":104,
"imagewidth":224,
"margin":0,
"name":"joined_together_in_a_tilemap-Sheet",
"spacing":0,
"tilecount":364,
"tiledversion":"1.7.0",
"tileheight":8,
"tiles":[
{
"id":8,
"type":"Collision"
},
{
"id":9,
"type":"Kill"
},
{
"id":36,
"type":"Collision"
},
{
"id":37,
"type":"Kill"
},
{
"id":50,
"type":"Collision"
},
{
"id":53,
"type":"Kill"
},
{
"id":54,
"type":"Collision"
},
{
"id":64,
"type":"Collision"
},
{
"id":65,
"type":"Kill"
},
{
"id":78,
"type":"Collision"
},
{
"id":81,
"type":"Kill"
},
{
"id":82,
"type":"Collision"
},
{
"id":83,
"type":"Kill"
},
{
"id":106,
"type":"Collision"
},
{
"id":107,
"type":"Kill"
},
{
"id":109,
"type":"Kill"
},
{
"id":110,
"type":"Collision"
},
{
"id":111,
"type":"Kill"
},
{
"id":133,
"type":"Kill"
},
{
"id":134,
"type":"Collision"
},
{
"id":137,
"type":"Kill"
},
{
"id":138,
"type":"Collision"
},
{
"id":140,
"type":"Kill"
},
{
"id":141,
"type":"Kill"
},
{
"id":161,
"type":"Kill"
},
{
"id":162,
"type":"Collision"
},
{
"id":163,
"type":"Kill"
},
{
"id":166,
"type":"Collision"
},
{
"id":189,
"type":"Kill"
},
{
"id":190,
"type":"Collision"
},
{
"id":192,
"type":"Kill"
},
{
"id":193,
"type":"Collision"
},
{
"id":194,
"type":"Collision"
},
{
"id":195,
"type":"Kill"
},
{
"id":196,
"type":"Collision"
},
{
"id":198,
"type":"Collision"
},
{
"id":199,
"type":"Collision"
},
{
"id":200,
"type":"Collision"
},
{
"id":201,
"type":"Collision"
},
{
"id":202,
"type":"Collision"
},
{
"id":203,
"type":"Collision"
},
{
"id":217,
"type":"Kill"
},
{
"id":218,
"type":"Collision"
},
{
"id":220,
"type":"Kill"
},
{
"id":221,
"type":"Collision"
},
{
"id":222,
"type":"Collision"
},
{
"id":223,
"type":"Win"
},
{
"id":224,
"type":"Collision"
},
{
"id":226,
"type":"Collision"
},
{
"id":227,
"type":"Collision"
},
{
"id":228,
"type":"Collision"
},
{
"id":229,
"type":"Collision"
},
{
"id":230,
"type":"Collision"
},
{
"id":231,
"type":"Collision"
},
{
"id":246,
"type":"Collision"
},
{
"id":247,
"type":"Kill"
},
{
"id":248,
"type":"Kill"
},
{
"id":249,
"type":"Collision"
},
{
"id":250,
"type":"Collision"
},
{
"id":251,
"type":"Win"
},
{
"id":252,
"type":"Collision"
},
{
"id":255,
"type":"Kill"
},
{
"id":256,
"type":"Kill"
},
{
"id":257,
"type":"Kill"
},
{
"id":274,
"type":"Collision"
},
{
"id":275,
"type":"Kill"
},
{
"id":276,
"type":"Kill"
},
{
"id":277,
"type":"Collision"
},
{
"id":278,
"type":"Collision"
},
{
"id":279,
"type":"Win"
},
{
"id":280,
"type":"Collision"
},
{
"id":281,
"type":"Collision"
},
{
"id":283,
"type":"Kill"
},
{
"id":284,
"type":"Kill"
},
{
"id":285,
"type":"Kill"
},
{
"id":287,
"type":"Collision"
},
{
"id":288,
"type":"Collision"
},
{
"id":300,
"type":"Collision"
},
{
"id":301,
"type":"Kill"
},
{
"id":302,
"type":"Collision"
},
{
"id":303,
"type":"Kill"
},
{
"id":308,
"type":"Collision"
},
{
"id":309,
"type":"Collision"
},
{
"id":310,
"type":"Collision"
},
{
"id":315,
"type":"Collision"
},
{
"id":316,
"type":"Collision"
},
{
"id":317,
"type":"Collision"
},
{
"id":318,
"type":"Collision"
},
{
"id":327,
"type":"Collision"
},
{
"id":328,
"type":"Collision"
},
{
"id":329,
"type":"Kill"
},
{
"id":330,
"type":"Collision"
},
{
"id":331,
"type":"Kill"
},
{
"id":354,
"type":"Collision"
},
{
"id":355,
"type":"Collision"
}],
"tilewidth":8,
"transparentcolor":"#2ce8f4",
"type":"tileset",
"version":"1.6"
}

View file

@ -0,0 +1,102 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.5" tiledversion="1.7.0" name="joined_together_in_a_tilemap-Sheet" tilewidth="8" tileheight="8" tilecount="364" columns="28">
<editorsettings>
<export target="tilemap.json" format="json"/>
</editorsettings>
<image source="../gfx/tile_sheet.png" trans="2ce8f4" width="224" height="104"/>
<tile id="8" type="Collision"/>
<tile id="9" type="Kill"/>
<tile id="36" type="Collision"/>
<tile id="37" type="Kill"/>
<tile id="50" type="Collision"/>
<tile id="53" type="Kill"/>
<tile id="54" type="Collision"/>
<tile id="64" type="Collision"/>
<tile id="65" type="Kill"/>
<tile id="78" type="Collision"/>
<tile id="81" type="Kill"/>
<tile id="82" type="Collision"/>
<tile id="83" type="Kill"/>
<tile id="106" type="Collision"/>
<tile id="107" type="Kill"/>
<tile id="109" type="Kill"/>
<tile id="110" type="Collision"/>
<tile id="111" type="Kill"/>
<tile id="133" type="Kill"/>
<tile id="134" type="Collision"/>
<tile id="137" type="Kill"/>
<tile id="138" type="Collision"/>
<tile id="140" type="Kill"/>
<tile id="141" type="Kill"/>
<tile id="161" type="Kill"/>
<tile id="162" type="Collision"/>
<tile id="163" type="Kill"/>
<tile id="166" type="Collision"/>
<tile id="189" type="Kill"/>
<tile id="190" type="Collision"/>
<tile id="192" type="Kill"/>
<tile id="193" type="Collision"/>
<tile id="194" type="Collision"/>
<tile id="195" type="Kill"/>
<tile id="196" type="Collision"/>
<tile id="198" type="Collision"/>
<tile id="199" type="Collision"/>
<tile id="200" type="Collision"/>
<tile id="201" type="Collision"/>
<tile id="202" type="Collision"/>
<tile id="203" type="Collision"/>
<tile id="217" type="Kill"/>
<tile id="218" type="Collision"/>
<tile id="220" type="Kill"/>
<tile id="221" type="Collision"/>
<tile id="222" type="Collision"/>
<tile id="223" type="Win"/>
<tile id="224" type="Collision"/>
<tile id="226" type="Collision"/>
<tile id="227" type="Collision"/>
<tile id="228" type="Collision"/>
<tile id="229" type="Collision"/>
<tile id="230" type="Collision"/>
<tile id="231" type="Collision"/>
<tile id="246" type="Collision"/>
<tile id="247" type="Kill"/>
<tile id="248" type="Kill"/>
<tile id="249" type="Collision"/>
<tile id="250" type="Collision"/>
<tile id="251" type="Win"/>
<tile id="252" type="Collision"/>
<tile id="255" type="Kill"/>
<tile id="256" type="Kill"/>
<tile id="257" type="Kill"/>
<tile id="274" type="Collision"/>
<tile id="275" type="Kill"/>
<tile id="276" type="Kill"/>
<tile id="277" type="Collision"/>
<tile id="278" type="Collision"/>
<tile id="279" type="Win"/>
<tile id="280" type="Collision"/>
<tile id="281" type="Collision"/>
<tile id="283" type="Kill"/>
<tile id="284" type="Kill"/>
<tile id="285" type="Kill"/>
<tile id="287" type="Collision"/>
<tile id="288" type="Collision"/>
<tile id="300" type="Collision"/>
<tile id="301" type="Kill"/>
<tile id="302" type="Collision"/>
<tile id="303" type="Kill"/>
<tile id="308" type="Collision"/>
<tile id="309" type="Collision"/>
<tile id="310" type="Collision"/>
<tile id="315" type="Collision"/>
<tile id="316" type="Collision"/>
<tile id="317" type="Collision"/>
<tile id="318" type="Collision"/>
<tile id="327" type="Collision"/>
<tile id="328" type="Collision"/>
<tile id="329" type="Kill"/>
<tile id="330" type="Collision"/>
<tile id="331" type="Kill"/>
<tile id="354" type="Collision"/>
<tile id="355" type="Collision"/>
</tileset>

View file

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

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use super::{object_tiles, sfx::SfxPlayer, Entity, FixedNumberType, HatState, Level};
use agb::{
display::object::{ObjectControl, Size},
number::Vector2D,
};
enum UpdateState {
Nothing,
KillPlayer,
Remove,
}
pub enum Enemy<'a> {
Slime(Slime<'a>),
Snail(Snail<'a>),
Empty,
}
impl<'a> Default for Enemy<'a> {
fn default() -> Self {
Enemy::Empty
}
}
pub enum EnemyUpdateState {
None,
KillPlayer,
}
impl<'a> Enemy<'a> {
pub fn is_empty(&self) -> bool {
match self {
Enemy::Empty => true,
_ => false,
}
}
pub fn new_slime(object: &'a ObjectControl, start_pos: Vector2D<FixedNumberType>) -> Self {
Enemy::Slime(Slime::new(object, start_pos + (0, 1).into()))
}
pub fn new_snail(object: &'a ObjectControl, start_pos: Vector2D<FixedNumberType>) -> Self {
Enemy::Snail(Snail::new(object, start_pos))
}
pub fn collides_with_hat(&self, position: Vector2D<FixedNumberType>) -> bool {
match self {
Enemy::Snail(snail) => snail.collides_with(position),
_ => false,
}
}
pub fn update(
&mut self,
level: &Level,
player_pos: Vector2D<FixedNumberType>,
hat_state: HatState,
timer: i32,
sfx_player: &mut SfxPlayer,
) -> EnemyUpdateState {
let update_state = match self {
Enemy::Slime(slime) => slime.update(level, player_pos, hat_state, timer, sfx_player),
Enemy::Snail(snail) => snail.update(level, player_pos, hat_state, timer, sfx_player),
Enemy::Empty => UpdateState::Nothing,
};
match update_state {
UpdateState::Remove => {
*self = Enemy::Empty;
EnemyUpdateState::None
}
UpdateState::KillPlayer => EnemyUpdateState::KillPlayer,
UpdateState::Nothing => EnemyUpdateState::None,
}
}
pub fn commit(&mut self, background_offset: Vector2D<FixedNumberType>) {
match self {
Enemy::Slime(slime) => slime.commit(background_offset),
Enemy::Snail(snail) => snail.commit(background_offset),
Enemy::Empty => {}
}
}
}
struct EnemyInfo<'a> {
entity: Entity<'a>,
}
impl<'a> EnemyInfo<'a> {
fn new(
object: &'a ObjectControl,
start_pos: Vector2D<FixedNumberType>,
collision: Vector2D<u16>,
) -> Self {
let mut enemy_info = EnemyInfo {
entity: Entity::new(object, collision),
};
enemy_info.entity.position = start_pos;
enemy_info
}
fn update(&mut self, level: &Level) {
for &enemy_stop in level.enemy_stops {
if (self.entity.position + self.entity.velocity - enemy_stop.into())
.manhattan_distance()
< 8.into()
{
self.entity.velocity = (0, 0).into();
}
}
self.entity.update_position(level);
}
fn commit(&mut self, background_offset: Vector2D<FixedNumberType>) {
self.entity.commit_position(background_offset);
}
}
enum SlimeState {
Idle,
Jumping(i32), // the start frame of the jumping animation
Dying(i32), // the start frame of the dying animation
}
pub struct Slime<'a> {
enemy_info: EnemyInfo<'a>,
state: SlimeState,
}
impl<'a> Slime<'a> {
fn new(object: &'a ObjectControl, start_pos: Vector2D<FixedNumberType>) -> Self {
let mut slime = Slime {
enemy_info: EnemyInfo::new(object, start_pos, (14u16, 14u16).into()),
state: SlimeState::Idle,
};
slime.enemy_info.entity.sprite.set_sprite_size(Size::S16x16);
slime
}
fn update(
&mut self,
level: &Level,
player_pos: Vector2D<FixedNumberType>,
hat_state: HatState,
timer: i32,
sfx_player: &mut SfxPlayer,
) -> UpdateState {
let player_has_collided =
(self.enemy_info.entity.position - player_pos).magnitude_squared() < (10 * 10).into();
match self.state {
SlimeState::Idle => {
let offset = (timer / 16 % 2) * 4;
self.enemy_info
.entity
.sprite
.set_tile_id(object_tiles::SLIME_IDLE_START + offset as u16);
if (self.enemy_info.entity.position - player_pos).magnitude_squared()
< (64 * 64).into()
{
self.state = SlimeState::Jumping(timer);
let x_vel: FixedNumberType =
if self.enemy_info.entity.position.x > player_pos.x {
-1
} else {
1
}
.into();
self.enemy_info.entity.velocity = (x_vel / 4, 0.into()).into();
}
if player_has_collided {
if hat_state == HatState::WizardTowards {
self.state = SlimeState::Dying(timer);
} else {
return UpdateState::KillPlayer;
}
}
}
SlimeState::Jumping(jumping_start_frame) => {
let offset = (timer - jumping_start_frame) / 4;
if timer == jumping_start_frame + 1 {
sfx_player.slime_jump();
}
if offset >= 7 {
self.enemy_info.entity.velocity = (0, 0).into();
self.state = SlimeState::Idle;
} else {
let sprite_offset = if offset >= 4 { 7 - offset } else { offset };
self.enemy_info
.entity
.sprite
.set_tile_id(object_tiles::SLIME_JUMP_START + (sprite_offset * 4) as u16);
}
if player_has_collided {
if hat_state == HatState::WizardTowards {
self.state = SlimeState::Dying(timer);
} else {
return UpdateState::KillPlayer;
}
}
}
SlimeState::Dying(dying_start_frame) => {
if timer == dying_start_frame + 1 {
sfx_player.slime_death();
}
let offset = (timer - dying_start_frame) / 4;
self.enemy_info.entity.velocity = (0, 0).into();
if offset >= 4 {
return UpdateState::Remove;
}
self.enemy_info
.entity
.sprite
.set_tile_id(object_tiles::SLIME_SPLAT_START + (offset * 4) as u16);
}
}
self.enemy_info.update(level);
UpdateState::Nothing
}
fn commit(&mut self, background_offset: Vector2D<FixedNumberType>) {
self.enemy_info.commit(background_offset);
}
}
enum SnailState {
Idle(i32), // start frame (or 0 if newly created)
Emerging(i32), // start frame
Retreating(i32), // start frame
Moving(i32), // start frame
Death(i32), // start frame
}
pub struct Snail<'a> {
enemy_info: EnemyInfo<'a>,
state: SnailState,
}
impl<'a> Snail<'a> {
fn new(object: &'a ObjectControl, start_pos: Vector2D<FixedNumberType>) -> Self {
let mut snail = Snail {
enemy_info: EnemyInfo::new(object, start_pos, (16u16, 16u16).into()),
state: SnailState::Idle(0),
};
snail.enemy_info.entity.sprite.set_sprite_size(Size::S16x16);
snail
}
pub fn collides_with(&self, position: Vector2D<FixedNumberType>) -> bool {
(self.enemy_info.entity.position - position).magnitude_squared() < (15 * 15).into()
}
fn update(
&mut self,
level: &Level,
player_pos: Vector2D<FixedNumberType>,
hat_state: HatState,
timer: i32,
sfx_player: &mut SfxPlayer,
) -> UpdateState {
let player_has_collided =
(self.enemy_info.entity.position - player_pos).magnitude_squared() < (10 * 10).into();
match self.state {
SnailState::Idle(wait_time) => {
self.enemy_info.entity.velocity = (0, 0).into();
if wait_time == 0 || timer - wait_time > 120 {
// wait at least 2 seconds after switching to this state
if (self.enemy_info.entity.position - player_pos).magnitude_squared()
< (48 * 48).into()
{
// player is close
self.state = SnailState::Emerging(timer);
sfx_player.snail_emerge();
}
}
self.enemy_info
.entity
.sprite
.set_tile_id(object_tiles::SNAIL_IDLE_START);
if player_has_collided {
if hat_state != HatState::WizardTowards {
return UpdateState::KillPlayer;
} else {
self.state = SnailState::Death(timer);
}
}
}
SnailState::Emerging(time) => {
let offset = (timer - time) / 4;
if offset >= 5 {
self.state = SnailState::Moving(timer);
}
self.enemy_info.entity.velocity = (0, 0).into();
self.enemy_info
.entity
.sprite
.set_tile_id(object_tiles::SNAIL_EMERGE_START + (offset * 4) as u16);
if player_has_collided {
if hat_state != HatState::WizardTowards {
return UpdateState::KillPlayer;
} else if hat_state == HatState::WizardTowards {
self.state = SnailState::Death(timer);
}
}
}
SnailState::Moving(time) => {
if timer - time > 240 {
// only move for 4 seconds
self.state = SnailState::Retreating(timer);
sfx_player.snail_retreat();
}
let offset = (timer - time) / 8 % 2;
self.enemy_info
.entity
.sprite
.set_tile_id(object_tiles::SNAIL_MOVE + (offset * 4) as u16);
if timer % 32 == 0 {
let x_vel: FixedNumberType =
if self.enemy_info.entity.position.x < player_pos.x {
self.enemy_info.entity.sprite.set_hflip(false);
1
} else {
self.enemy_info.entity.sprite.set_hflip(true);
-1
}
.into();
self.enemy_info.entity.velocity = (x_vel / 8, 0.into()).into();
}
if player_has_collided {
if hat_state != HatState::WizardTowards {
return UpdateState::KillPlayer;
} else if hat_state == HatState::WizardTowards {
self.state = SnailState::Death(timer);
}
}
}
SnailState::Retreating(time) => {
let offset = 5 - (timer - time) / 4;
if offset == 0 {
self.state = SnailState::Idle(timer);
}
self.enemy_info
.entity
.sprite
.set_tile_id(object_tiles::SNAIL_EMERGE_START + (offset * 4) as u16);
self.enemy_info.entity.velocity = (0, 0).into();
if player_has_collided {
if hat_state != HatState::WizardTowards {
return UpdateState::KillPlayer;
} else if hat_state == HatState::WizardTowards {
self.state = SnailState::Death(timer);
}
}
}
SnailState::Death(time) => {
if timer == time + 1 {
sfx_player.snail_death();
}
let offset = (timer - time) / 4;
let tile_id = if offset < 5 {
object_tiles::SNAIL_EMERGE_START + ((5 - offset) * 4) as u16
} else if offset == 5 {
object_tiles::SNAIL_IDLE_START
} else if offset < 5 + 7 {
object_tiles::SNAIL_DEATH_START + ((offset - 5) * 4) as u16
} else {
return UpdateState::Remove;
};
self.enemy_info.entity.sprite.set_tile_id(tile_id);
self.enemy_info.entity.velocity = (0, 0).into();
}
}
self.enemy_info.update(level);
UpdateState::Nothing
}
fn commit(&mut self, background_offset: Vector2D<FixedNumberType>) {
self.enemy_info.commit(background_offset);
}
}

View file

@ -0,0 +1,49 @@
use agb::display::{background::BackgroundRegister, HEIGHT, WIDTH};
fn num_digits_iter(mut n: u32) -> impl core::iter::Iterator<Item = u8> {
let mut length = 0;
core::iter::from_fn(move || {
if n == 0 {
length += 1;
if length <= 1 {
Some(0)
} else {
None
}
} else {
length += 1;
let c = n % 10;
n /= 10;
Some(c as u8)
}
})
}
const LEVEL_START: u16 = 12 * 28;
const NUMBERS_START: u16 = 12 * 28 + 3;
const HYPHEN: u16 = 12 * 28 + 11;
pub const BLANK: u16 = 11 * 28;
pub fn new_map_store() -> [u16; 20] {
[BLANK; 20]
}
pub fn write_level(background: &mut BackgroundRegister, world: u32, level: u32) {
let map = background.get_block();
let mut counter = 0;
map[0][0] = LEVEL_START;
map[0][1] = LEVEL_START + 1;
map[0][2] = LEVEL_START + 2;
counter += 4;
map[0][counter] = world as u16 + NUMBERS_START - 1;
counter += 1;
map[0][counter] = HYPHEN;
counter += 1;
map[0][counter] = level as u16 + NUMBERS_START - 1;
counter += 1;
background.set_position((-(WIDTH / 2 - counter as i32 * 8 / 2), -(HEIGHT / 2 - 4)).into());
}

View file

@ -0,0 +1,884 @@
#![no_std]
#![no_main]
mod enemies;
mod level_display;
mod sfx;
mod splash_screen;
pub struct Level {
background: &'static [u16],
foreground: &'static [u16],
dimensions: Vector2D<u32>,
collision: &'static [u32],
slimes: &'static [(i32, i32)],
snails: &'static [(i32, i32)],
enemy_stops: &'static [(i32, i32)],
start_pos: (i32, i32),
}
mod object_tiles {
pub const WIZARD_TILE_START: u16 = 0 * 4;
pub const WIZARD_JUMP: u16 = 4 * 4;
pub const WIZARD_FALL_START: u16 = 5 * 4;
pub const HAT_TILE_START: u16 = 9 * 4;
pub const HAT_TILE_START_SECOND: u16 = 28 * 4;
pub const HAT_TILE_START_THIRD: u16 = 38 * 4;
pub const SLIME_IDLE_START: u16 = 19 * 4;
pub const SLIME_JUMP_START: u16 = 20 * 4;
pub const SLIME_SPLAT_START: u16 = 24 * 4;
pub const SNAIL_IDLE_START: u16 = 48 * 4;
pub const SNAIL_EMERGE_START: u16 = 49 * 4;
pub const SNAIL_MOVE: u16 = 54 * 4;
pub const SNAIL_DEATH_START: u16 = 56 * 4;
}
agb::include_gfx!("gfx/object_sheet.toml");
mod map_tiles {
use super::Level;
pub const LEVELS: &[Level] = &[
l1_1::get_level(),
l1_2::get_level(),
l1_3::get_level(),
l1_4::get_level(),
l1_5::get_level(),
l1_7::get_level(), // these are intentionally this way round
l1_6::get_level(),
l1_8::get_level(),
l2_3::get_level(), // goes 2-3, 2-1 then 2-2
l2_1::get_level(),
l2_2::get_level(),
l2_4::get_level(),
];
pub mod l1_1 {
include!(concat!(env!("OUT_DIR"), "/1-1.json.rs"));
}
pub mod l1_2 {
include!(concat!(env!("OUT_DIR"), "/1-2.json.rs"));
}
pub mod l1_3 {
include!(concat!(env!("OUT_DIR"), "/1-3.json.rs"));
}
pub mod l1_4 {
include!(concat!(env!("OUT_DIR"), "/1-4.json.rs"));
}
pub mod l1_5 {
include!(concat!(env!("OUT_DIR"), "/1-5.json.rs"));
}
pub mod l1_6 {
include!(concat!(env!("OUT_DIR"), "/1-6.json.rs"));
}
pub mod l1_7 {
include!(concat!(env!("OUT_DIR"), "/1-7.json.rs"));
}
pub mod l2_1 {
include!(concat!(env!("OUT_DIR"), "/2-1.json.rs"));
}
pub mod l1_8 {
include!(concat!(env!("OUT_DIR"), "/1-8.json.rs"));
}
pub mod l2_2 {
include!(concat!(env!("OUT_DIR"), "/2-2.json.rs"));
}
pub mod l2_3 {
include!(concat!(env!("OUT_DIR"), "/2-3.json.rs"));
}
pub mod l2_4 {
include!(concat!(env!("OUT_DIR"), "/2-4.json.rs"));
}
pub mod tilemap {
include!(concat!(env!("OUT_DIR"), "/tilemap.rs"));
}
}
agb::include_gfx!("gfx/tile_sheet.toml");
use agb::{
display::{
background::BackgroundRegular,
object::{ObjectControl, ObjectStandard, Size},
Priority, HEIGHT, WIDTH,
},
input::{self, Button, ButtonController},
number::{FixedNum, Vector2D},
};
type FixedNumberType = FixedNum<10>;
pub struct Entity<'a> {
sprite: ObjectStandard<'a>,
position: Vector2D<FixedNumberType>,
velocity: Vector2D<FixedNumberType>,
collision_mask: Vector2D<u16>,
}
impl<'a> Entity<'a> {
pub fn new(object: &'a ObjectControl, collision_mask: Vector2D<u16>) -> Self {
let mut sprite = object.get_object_standard();
sprite.set_priority(Priority::P1);
Entity {
sprite,
collision_mask,
position: (0, 0).into(),
velocity: (0, 0).into(),
}
}
fn something_at_point<T: Fn(i32, i32) -> bool>(
&self,
position: Vector2D<FixedNumberType>,
something_fn: T,
) -> bool {
let left = (position.x - self.collision_mask.x as i32 / 2).floor() / 8;
let right = (position.x + self.collision_mask.x as i32 / 2 - 1).floor() / 8;
let top = (position.y - self.collision_mask.y as i32 / 2).floor() / 8;
let bottom = (position.y + self.collision_mask.y as i32 / 2 - 1).floor() / 8;
for x in left..=right {
for y in top..=bottom {
if something_fn(x, y) {
return true;
}
}
}
false
}
fn collision_at_point(&self, level: &Level, position: Vector2D<FixedNumberType>) -> bool {
self.something_at_point(position, |x, y| level.collides(x, y))
}
fn killision_at_point(&self, level: &Level, position: Vector2D<FixedNumberType>) -> bool {
self.something_at_point(position, |x, y| level.kills(x, y))
}
fn completion_at_point(&self, level: &Level, position: Vector2D<FixedNumberType>) -> bool {
self.something_at_point(position, |x, y| level.wins(x, y))
}
fn enemy_collision_at_point(
&self,
enemies: &[enemies::Enemy],
position: Vector2D<FixedNumberType>,
) -> bool {
for enemy in enemies {
if enemy.collides_with_hat(position) {
return true;
}
}
false
}
// returns the distance actually moved
fn update_position(&mut self, level: &Level) -> Vector2D<FixedNumberType> {
let old_position = self.position;
let x_velocity = (self.velocity.x, 0.into()).into();
if !self.collision_at_point(level, self.position + x_velocity) {
self.position += x_velocity;
} else {
self.position += self.binary_search_collision(level, (1, 0).into(), self.velocity.x);
}
let y_velocity = (0.into(), self.velocity.y).into();
if !self.collision_at_point(level, self.position + y_velocity) {
self.position += y_velocity;
} else {
self.position += self.binary_search_collision(level, (0, 1).into(), self.velocity.y);
}
self.position - old_position
}
fn update_position_with_enemy(
&mut self,
level: &Level,
enemies: &[enemies::Enemy],
) -> (Vector2D<FixedNumberType>, bool) {
let mut was_enemy_collision = false;
let old_position = self.position;
let x_velocity = (self.velocity.x, 0.into()).into();
if !(self.collision_at_point(level, self.position + x_velocity)
|| self.enemy_collision_at_point(enemies, self.position + x_velocity))
{
self.position += x_velocity;
} else if self.enemy_collision_at_point(enemies, self.position + x_velocity) {
self.position -= x_velocity;
was_enemy_collision = true;
}
let y_velocity = (0.into(), self.velocity.y).into();
if !(self.collision_at_point(level, self.position + y_velocity)
|| self.enemy_collision_at_point(enemies, self.position + y_velocity))
{
self.position += y_velocity;
} else if self.enemy_collision_at_point(enemies, self.position + y_velocity) {
self.position -= y_velocity;
was_enemy_collision = true;
}
(self.position - old_position, was_enemy_collision)
}
fn binary_search_collision(
&self,
level: &Level,
unit_vector: Vector2D<FixedNumberType>,
initial: FixedNumberType,
) -> Vector2D<FixedNumberType> {
let mut low: FixedNumberType = 0.into();
let mut high = initial;
let one: FixedNumberType = 1.into();
while (high - low).abs() > one / 8 {
let mid = (low + high) / 2;
let new_vel: Vector2D<FixedNumberType> = unit_vector * mid;
if self.collision_at_point(level, self.position + new_vel) {
high = mid;
} else {
low = mid;
}
}
unit_vector * low
}
fn commit_position(&mut self, offset: Vector2D<FixedNumberType>) {
let position = (self.position - offset).floor();
self.sprite.set_position(position - (8, 8).into());
if position.x < -8 || position.x > WIDTH + 8 || position.y < -8 || position.y > HEIGHT + 8 {
self.sprite.hide();
} else {
self.sprite.show();
}
self.sprite.commit();
}
}
struct Map<'a, 'b> {
background: &'a mut BackgroundRegular<'b>,
foreground: &'a mut BackgroundRegular<'b>,
position: Vector2D<FixedNumberType>,
level: &'a Level,
}
impl<'a, 'b, 'c> Map<'a, 'b> {
pub fn commit_position(&mut self) {
self.background.set_position(self.position.floor());
self.foreground.set_position(self.position.floor());
self.background.commit();
self.foreground.commit();
}
fn load_foreground(&'c mut self) -> impl Iterator<Item = ()> + 'c {
self.background.set_position(self.position.floor());
self.background.set_map(agb::display::background::Map::new(
self.level.foreground,
self.level.dimensions,
0,
));
self.background.commit_partial()
}
fn load_background(&'c mut self) -> impl Iterator<Item = ()> + 'c {
self.foreground.set_position(self.position.floor());
self.foreground.set_map(agb::display::background::Map::new(
self.level.background,
self.level.dimensions,
0,
));
self.foreground.set_priority(Priority::P2);
self.foreground.commit_partial()
}
}
impl Level {
fn collides(&self, x: i32, y: i32) -> bool {
self.at_point(x, y, map_tiles::tilemap::COLLISION_TILE as u32)
}
fn kills(&self, x: i32, y: i32) -> bool {
self.at_point(x, y, map_tiles::tilemap::KILL_TILE as u32)
}
fn at_point(&self, x: i32, y: i32, tile: u32) -> bool {
if (x < 0 || x >= self.dimensions.x as i32) || (y < 0 || y >= self.dimensions.y as i32) {
return true;
}
let pos = (self.dimensions.x as i32 * y + x) as usize;
let tile_foreground = self.foreground[pos];
let tile_background = self.background[pos];
let foreground_tile_property = self.collision[tile_foreground as usize];
let background_tile_property = self.collision[tile_background as usize];
foreground_tile_property == tile || background_tile_property == tile
}
fn wins(&self, x: i32, y: i32) -> bool {
self.at_point(x, y, map_tiles::tilemap::WIN_TILE as u32)
}
}
#[derive(PartialEq, Eq, Copy, Clone)]
pub enum HatState {
OnHead,
Thrown,
WizardTowards,
}
struct Player<'a> {
wizard: Entity<'a>,
hat: Entity<'a>,
hat_state: HatState,
hat_left_range: bool,
hat_slow_counter: i32,
wizard_frame: u8,
num_recalls: i8,
is_on_ground: bool,
facing: input::Tri,
}
fn ping_pong(i: i32, n: i32) -> i32 {
let cycle = 2 * (n - 1);
let i = i % cycle;
if i >= n {
cycle - i
} else {
i
}
}
impl<'a> Player<'a> {
fn new(controller: &'a ObjectControl, start_position: Vector2D<FixedNumberType>) -> Self {
let mut hat = Entity::new(controller, (6_u16, 6_u16).into());
let mut wizard = Entity::new(controller, (6_u16, 14_u16).into());
wizard.sprite.set_tile_id(object_tiles::WIZARD_TILE_START);
hat.sprite.set_tile_id(object_tiles::HAT_TILE_START);
wizard.sprite.set_sprite_size(Size::S16x16);
hat.sprite.set_sprite_size(Size::S16x16);
wizard.sprite.show();
hat.sprite.show();
wizard.sprite.commit();
hat.sprite.commit();
wizard.position = start_position;
hat.position = start_position - (0, 10).into();
Player {
wizard,
hat,
hat_slow_counter: 0,
hat_state: HatState::OnHead,
hat_left_range: false,
wizard_frame: 0,
num_recalls: 0,
is_on_ground: true,
facing: input::Tri::Zero,
}
}
fn update_frame(
&mut self,
input: &ButtonController,
timer: i32,
level: &Level,
enemies: &[enemies::Enemy],
sfx_player: &mut sfx::SfxPlayer,
) {
// throw or recall
if input.is_just_pressed(Button::A) {
if self.hat_state == HatState::OnHead {
let direction: Vector2D<FixedNumberType> = {
let up_down = input.y_tri() as i32;
let left_right = if up_down == 0 {
self.facing as i32
} else {
input.x_tri() as i32
};
(left_right, up_down).into()
};
if direction != (0, 0).into() {
let mut velocity = direction.normalise() * 5;
if velocity.y > 0.into() {
velocity.y *= FixedNumberType::new(4) / 3;
}
self.hat.velocity = velocity;
self.hat_state = HatState::Thrown;
sfx_player.throw();
}
} else if self.hat_state == HatState::Thrown {
self.num_recalls += 1;
if self.num_recalls < 3 {
self.hat.velocity = (0, 0).into();
self.wizard.velocity = (0, 0).into();
self.hat_state = HatState::WizardTowards;
}
} else if self.hat_state == HatState::WizardTowards {
self.hat_state = HatState::Thrown;
self.wizard.velocity /= 8;
}
}
let was_on_ground = self.is_on_ground;
let is_on_ground = self
.wizard
.collision_at_point(level, self.wizard.position + (0, 1).into());
if is_on_ground && !was_on_ground && self.wizard.velocity.y > 1.into() {
sfx_player.land();
}
self.is_on_ground = is_on_ground;
if self.hat_state != HatState::WizardTowards {
if is_on_ground {
self.num_recalls = 0;
}
if is_on_ground {
self.wizard.velocity.x += FixedNumberType::new(input.x_tri() as i32) / 16;
self.wizard.velocity = self.wizard.velocity * 54 / 64;
if input.is_just_pressed(Button::B) {
self.wizard.velocity.y = -FixedNumberType::new(3) / 2;
sfx_player.jump();
}
} else {
self.wizard.velocity.x += FixedNumberType::new(input.x_tri() as i32) / 64;
self.wizard.velocity = self.wizard.velocity * 63 / 64;
let gravity: Vector2D<FixedNumberType> = (0, 1).into();
let gravity = gravity / 16;
self.wizard.velocity += gravity;
}
self.wizard.velocity = self.wizard.update_position(level);
if self.wizard.velocity.x.abs() > 0.into() {
let offset = (ping_pong(timer / 16, 4)) as u16;
self.wizard_frame = offset as u8;
self.wizard
.sprite
.set_tile_id(object_tiles::WIZARD_TILE_START + offset * 4);
}
if self.wizard.velocity.y < -FixedNumberType::new(1) / 16 {
// going up
self.wizard_frame = 5;
self.wizard.sprite.set_tile_id(object_tiles::WIZARD_JUMP);
} else if self.wizard.velocity.y > FixedNumberType::new(1) / 16 {
// going down
let offset = if self.wizard.velocity.y * 2 > 3.into() {
((timer / 4) % 4) as u16
} else {
// Don't flap beard unless going quickly
0
};
self.wizard_frame = 0;
self.wizard
.sprite
.set_tile_id(object_tiles::WIZARD_FALL_START + offset * 4);
}
if input.x_tri() != agb::input::Tri::Zero {
self.facing = input.x_tri();
}
}
let hat_base_tile = match self.num_recalls {
0 => object_tiles::HAT_TILE_START,
1 => object_tiles::HAT_TILE_START_SECOND,
2 | _ => object_tiles::HAT_TILE_START_THIRD,
};
match self.facing {
agb::input::Tri::Negative => {
self.wizard.sprite.set_hflip(true);
self.hat.sprite.set_tile_id(hat_base_tile + 4 * 5);
}
agb::input::Tri::Positive => {
self.wizard.sprite.set_hflip(false);
self.hat.sprite.set_tile_id(hat_base_tile);
}
_ => {}
}
let hat_resting_position = match self.wizard_frame {
1 | 2 => (0, 9).into(),
5 => (0, 10).into(),
_ => (0, 8).into(),
};
match self.hat_state {
HatState::Thrown => {
// hat is thrown, make hat move towards wizard
let distance_vector =
self.wizard.position - self.hat.position - hat_resting_position;
let distance = distance_vector.magnitude();
let direction = if distance == 0.into() {
(0, 0).into()
} else {
distance_vector / distance
};
let hat_sprite_divider = match self.num_recalls {
0 => 1,
1 => 2,
2 | _ => 4,
};
let hat_sprite_offset = timer / hat_sprite_divider % 10;
self.hat
.sprite
.set_tile_id(hat_base_tile + (hat_sprite_offset * 4) as u16);
if self.hat_slow_counter < 30 && self.hat.velocity.magnitude() < 2.into() {
self.hat.velocity = (0, 0).into();
self.hat_slow_counter += 1;
} else {
self.hat.velocity += direction / 4;
}
let (new_velocity, enemy_collision) =
self.hat.update_position_with_enemy(level, enemies);
self.hat.velocity = new_velocity;
if enemy_collision {
sfx_player.snail_hat_bounce();
}
if distance > 16.into() {
self.hat_left_range = true;
}
if self.hat_left_range && distance < 16.into() {
sfx_player.catch();
self.hat_state = HatState::OnHead;
}
}
HatState::OnHead => {
// hat is on head, place hat on head
self.hat_slow_counter = 0;
self.hat_left_range = false;
self.hat.position = self.wizard.position - hat_resting_position;
}
HatState::WizardTowards => {
self.hat
.sprite
.set_tile_id(hat_base_tile + 4 * (timer / 2 % 10) as u16);
let distance_vector =
self.hat.position - self.wizard.position + hat_resting_position;
let distance = distance_vector.magnitude();
if distance != 0.into() {
let v = self.wizard.velocity.magnitude() + 1;
self.wizard.velocity = distance_vector / distance * v;
}
self.wizard.velocity = self.wizard.update_position(level);
if distance < 16.into() {
self.wizard.velocity /= 8;
self.hat_state = HatState::OnHead;
sfx_player.catch();
}
}
}
}
}
struct PlayingLevel<'a, 'b> {
timer: i32,
background: Map<'a, 'b>,
input: ButtonController,
player: Player<'a>,
enemies: [enemies::Enemy<'a>; 16],
}
enum UpdateState {
Normal,
Dead,
Complete,
}
impl<'a, 'b, 'c> PlayingLevel<'a, 'b> {
fn open_level(
level: &'a Level,
object_control: &'a ObjectControl,
background: &'a mut BackgroundRegular<'b>,
foreground: &'a mut BackgroundRegular<'b>,
input: ButtonController,
) -> Self {
let mut e: [enemies::Enemy<'a>; 16] = Default::default();
let mut enemy_count = 0;
for &slime in level.slimes {
e[enemy_count] = enemies::Enemy::new_slime(object_control, slime.into());
enemy_count += 1;
}
for &snail in level.snails {
e[enemy_count] = enemies::Enemy::new_snail(object_control, snail.into());
enemy_count += 1;
}
let start_pos: Vector2D<FixedNumberType> = level.start_pos.into();
let background_position = (
(start_pos.x - WIDTH / 2)
.clamp(0.into(), ((level.dimensions.x * 8) as i32 - WIDTH).into()),
(start_pos.y - HEIGHT / 2)
.clamp(0.into(), ((level.dimensions.y * 8) as i32 - HEIGHT).into()),
)
.into();
PlayingLevel {
timer: 0,
background: Map {
background,
foreground,
level,
position: background_position,
},
player: Player::new(object_control, start_pos),
input,
enemies: e,
}
}
fn load_1(&'c mut self) -> impl Iterator<Item = ()> + 'c {
self.background.load_background()
}
fn load_2(&'c mut self) -> impl Iterator<Item = ()> + 'c {
self.background.load_foreground()
}
fn show_backgrounds(&mut self) {
self.background.background.show();
self.background.foreground.show();
}
fn dead_start(&mut self) {
self.player.wizard.velocity = (0, -1).into();
self.player.wizard.sprite.set_priority(Priority::P0);
}
fn dead_update(&mut self) -> bool {
self.timer += 1;
self.player.wizard.velocity += (0.into(), FixedNumberType::new(1) / 32).into();
self.player.wizard.position += self.player.wizard.velocity;
self.player
.wizard
.sprite
.set_tile_id((self.timer / 8 % 2 * 4 + 63 * 4) as u16);
self.player.wizard.commit_position(self.background.position);
self.player.wizard.position.y - self.background.position.y < (HEIGHT + 8).into()
}
fn update_frame(&mut self, sfx_player: &mut sfx::SfxPlayer) -> UpdateState {
self.timer += 1;
self.input.update();
let mut player_dead = false;
self.player.update_frame(
&self.input,
self.timer,
&self.background.level,
&self.enemies,
sfx_player,
);
for enemy in self.enemies.iter_mut() {
match enemy.update(
&self.background.level,
self.player.wizard.position,
self.player.hat_state,
self.timer,
sfx_player,
) {
enemies::EnemyUpdateState::KillPlayer => player_dead = true,
enemies::EnemyUpdateState::None => {}
}
}
self.background.position = self.get_next_map_position();
self.background.commit_position();
self.player.wizard.commit_position(self.background.position);
self.player.hat.commit_position(self.background.position);
for enemy in self.enemies.iter_mut() {
enemy.commit(self.background.position);
}
player_dead |= self
.player
.wizard
.killision_at_point(&self.background.level, self.player.wizard.position);
if player_dead {
UpdateState::Dead
} else if self
.player
.wizard
.completion_at_point(self.background.level, self.player.wizard.position)
{
UpdateState::Complete
} else {
UpdateState::Normal
}
}
fn get_next_map_position(&self) -> Vector2D<FixedNumberType> {
// want to ensure the player and the hat are visible if possible, so try to position the map
// so the centre is at the average position. But give the player some extra priority
let hat_pos = self.player.hat.position.floor();
let player_pos = self.player.wizard.position.floor();
let new_target_position = (hat_pos + player_pos * 3) / 4;
let screen: Vector2D<i32> = (WIDTH, HEIGHT).into();
let half_screen = screen / 2;
let current_centre = self.background.position.floor() + half_screen;
let mut target_position = ((current_centre * 3 + new_target_position) / 4) - half_screen;
target_position.x = target_position.x.clamp(
0.into(),
((self.background.level.dimensions.x * 8 - (WIDTH as u32)) as i32).into(),
);
target_position.y = target_position.y.clamp(
0.into(),
((self.background.level.dimensions.y * 8 - (HEIGHT as u32)) as i32).into(),
);
target_position.into()
}
}
#[no_mangle]
pub fn main() -> ! {
let mut agb = agb::Gba::new();
splash_screen::show_splash_screen(&mut agb, splash_screen::SplashScreen::Start, None, None);
loop {
let mut tiled = agb.display.video.tiled0();
let mut object = agb.display.object.get();
let mut timer_controller = agb.timers.timers();
let mut mixer = agb.mixer.mixer(&mut timer_controller.timer0);
tiled.set_background_palettes(tile_sheet::background.palettes);
tiled.set_background_tilemap(0, tile_sheet::background.tiles);
object.set_sprite_palettes(object_sheet::object_sheet.palettes);
object.set_sprite_tilemap(object_sheet::object_sheet.tiles);
let mut world_display = tiled.get_raw_regular().unwrap();
world_display.clear(level_display::BLANK);
world_display.show();
let mut background = tiled.get_regular().unwrap();
let mut foreground = tiled.get_regular().unwrap();
object.enable();
mixer.enable();
let mut music_box = sfx::MusicBox::new();
let vblank = agb::interrupt::VBlank::get();
let mut current_level = 0;
loop {
if current_level == map_tiles::LEVELS.len() as u32 {
break;
}
vblank.wait_for_vblank();
music_box.after_blank(&mut mixer);
mixer.vblank();
level_display::write_level(
&mut world_display,
current_level / 8 + 1,
current_level % 8 + 1,
);
world_display.show();
vblank.wait_for_vblank();
music_box.after_blank(&mut mixer);
mixer.vblank();
let mut level = PlayingLevel::open_level(
&map_tiles::LEVELS[current_level as usize],
&object,
&mut background,
&mut foreground,
agb::input::ButtonController::new(),
);
let mut level_load = level.load_1().step_by(24);
for _ in 0..30 {
vblank.wait_for_vblank();
music_box.after_blank(&mut mixer);
mixer.vblank();
level_load.next();
}
level_load.count();
let mut level_load = level.load_2().step_by(24);
for _ in 0..30 {
vblank.wait_for_vblank();
music_box.after_blank(&mut mixer);
mixer.vblank();
level_load.next();
}
level_load.count();
level.show_backgrounds();
world_display.hide();
loop {
match level.update_frame(&mut sfx::SfxPlayer::new(&mut mixer, &music_box)) {
UpdateState::Normal => {}
UpdateState::Dead => {
level.dead_start();
while level.dead_update() {
vblank.wait_for_vblank();
music_box.after_blank(&mut mixer);
mixer.vblank();
}
break;
}
UpdateState::Complete => {
current_level += 1;
break;
}
}
vblank.wait_for_vblank();
music_box.after_blank(&mut mixer);
mixer.vblank();
}
}
splash_screen::show_splash_screen(
&mut agb,
splash_screen::SplashScreen::End,
Some(&mut mixer),
Some(&mut music_box),
);
}
}

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use agb::sound::mixer::{Mixer, SoundChannel};
mod music_data {
// From the open game art page:
//
// USING THE LOOPED VERSION:
// 1. Play the intro.
// 2. When the intro reaches approximately 11.080 seconds, trigger the main loop and let the intro finish underneath it.
// 3. Re-trigger the main loop every time it reaches 1 minute 26.080 seconds, and let the old instance finish underneath the new one.
pub const INTRO_MUSIC: &[u8] =
agb::include_wav!("sfx/Otto Halmén - Sylvan Waltz (loop intro).wav");
pub const LOOP: &[u8] = agb::include_wav!("sfx/Otto Halmén - Sylvan Waltz (loop main).wav");
// These are based on the instructions above and a frame rate of 59.73Hz
pub const TRIGGER_MUSIC_POINT: i32 = 662;
pub const LOOP_MUSIC: i32 = 5141;
}
mod effects {
const WOOSH1: &[u8] = agb::include_wav!("sfx/woosh1.wav");
const WOOSH2: &[u8] = agb::include_wav!("sfx/woosh2.wav");
const WOOSH3: &[u8] = agb::include_wav!("sfx/woosh3.wav");
pub const WHOOSHES: &[&[u8]] = &[WOOSH1, WOOSH2, WOOSH3];
pub const CATCH: &[u8] = agb::include_wav!("sfx/catch.wav");
pub const JUMP: &[u8] = agb::include_wav!("sfx/jump.wav");
pub const LAND: &[u8] = agb::include_wav!("sfx/land.wav");
pub const SLIME_JUMP: &[u8] = agb::include_wav!("sfx/slime-jump.wav");
pub const SLIME_DEATH: &[u8] = agb::include_wav!("sfx/slime-death.wav");
pub const SNAIL_EMERGE: &[u8] = agb::include_wav!("sfx/snail-emerge.wav");
pub const SNAIL_RETREAT: &[u8] = agb::include_wav!("sfx/snail-retreat.wav");
pub const SNAIL_HAT_BOUNCE: &[u8] = agb::include_wav!("sfx/snail-hat-bounce.wav");
pub const SNAIL_DEATH: &[u8] = agb::include_wav!("sfx/snail-death.wav");
}
pub struct MusicBox {
frame: i32,
}
impl MusicBox {
pub fn new() -> Self {
MusicBox { frame: 0 }
}
pub fn after_blank(&mut self, mixer: &mut Mixer) {
if self.frame == 0 {
// play the introduction
mixer.play_sound(SoundChannel::new_high_priority(music_data::INTRO_MUSIC));
} else if self.frame == music_data::TRIGGER_MUSIC_POINT
|| (self.frame - music_data::TRIGGER_MUSIC_POINT) % music_data::LOOP_MUSIC == 0
{
mixer.play_sound(SoundChannel::new_high_priority(music_data::LOOP));
}
self.frame += 1;
}
}
pub struct SfxPlayer<'a, 'b> {
mixer: &'a mut Mixer<'b>,
frame: i32,
}
impl<'a, 'b> SfxPlayer<'a, 'b> {
pub fn new(mixer: &'a mut Mixer<'b>, music_box: &MusicBox) -> Self {
SfxPlayer {
mixer,
frame: music_box.frame,
}
}
pub fn catch(&mut self) {
self.mixer.play_sound(SoundChannel::new(effects::CATCH));
}
pub fn throw(&mut self) {
self.play_random(effects::WHOOSHES);
}
pub fn jump(&mut self) {
self.mixer.play_sound(SoundChannel::new(effects::JUMP));
}
pub fn slime_jump(&mut self) {
self.mixer
.play_sound(SoundChannel::new(effects::SLIME_JUMP));
}
pub fn slime_death(&mut self) {
self.mixer
.play_sound(SoundChannel::new(effects::SLIME_DEATH));
}
pub fn snail_emerge(&mut self) {
self.mixer
.play_sound(SoundChannel::new(effects::SNAIL_EMERGE));
}
pub fn snail_retreat(&mut self) {
self.mixer
.play_sound(SoundChannel::new(effects::SNAIL_RETREAT));
}
pub fn snail_hat_bounce(&mut self) {
self.mixer
.play_sound(SoundChannel::new(effects::SNAIL_HAT_BOUNCE));
}
pub fn snail_death(&mut self) {
self.mixer
.play_sound(SoundChannel::new(effects::SNAIL_DEATH));
}
pub fn land(&mut self) {
self.mixer.play_sound(SoundChannel::new(effects::LAND));
}
fn play_random(&mut self, effect: &[&'static [u8]]) {
self.mixer.play_sound(SoundChannel::new(
effect[(self.frame as usize) % effect.len()],
));
}
}

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use super::sfx::MusicBox;
use agb::sound::mixer::Mixer;
agb::include_gfx!("gfx/splash_screens.toml");
pub enum SplashScreen {
Start,
End,
}
pub fn show_splash_screen(
agb: &mut agb::Gba,
which: SplashScreen,
mut mixer: Option<&mut Mixer>,
mut music_box: Option<&mut MusicBox>,
) {
let mut tiled = agb.display.video.tiled0();
match which {
SplashScreen::Start => {
tiled.set_background_tilemap(0, splash_screens::splash.tiles);
tiled.set_background_palettes(splash_screens::splash.palettes);
}
SplashScreen::End => {
tiled.set_background_tilemap(0, splash_screens::thanks_for_playing.tiles);
tiled.set_background_palettes(splash_screens::thanks_for_playing.palettes);
}
}
let vblank = agb::interrupt::VBlank::get();
let mut splash_screen_display = tiled.get_regular().unwrap();
let mut entries: [u16; 30 * 20] = [0; 30 * 20];
for tile_id in 0..(30 * 20) {
entries[tile_id as usize] = tile_id;
}
let mut input = agb::input::ButtonController::new();
splash_screen_display.set_map(agb::display::background::Map::new(
&entries,
(30_u32, 20_u32).into(),
0,
));
splash_screen_display.set_position((0, 0).into());
splash_screen_display.commit();
splash_screen_display.show();
loop {
input.update();
if input.is_just_pressed(
agb::input::Button::A
| agb::input::Button::B
| agb::input::Button::START
| agb::input::Button::SELECT,
) {
break;
}
vblank.wait_for_vblank();
if let Some(ref mut mixer) = mixer {
if let Some(ref mut music_box) = music_box {
music_box.after_blank(mixer);
}
mixer.vblank();
}
}
splash_screen_display.hide();
}