Update the pong example to have the same comments as there are now in the template

This commit is contained in:
GBA bot 2022-01-01 23:38:13 +00:00
parent f178bfc1af
commit b6b3cf2491

View file

@ -1,21 +1,25 @@
// 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]
// This is required in order to ensure that the panic handler defined in `agb` is set
// up correctly.
extern crate agb;
use agb::{display, syscall};
// The main function must take 0 arguments and never return. The agb::entry decorator
// ensures that everything is in order. `agb` will call this after setting up the stack
// and interrupt handlers correctly.
#[agb::entry]
fn main() -> ! {
let mut gba = agb::Gba::new();
let mut bitmap = gba.display.video.bitmap3();
for x in 0..display::WIDTH {
let y = syscall::sqrt(x << 6);
let y = (display::HEIGHT - y).clamp(0, display::HEIGHT - 1);
bitmap.draw_point(x, y, 0x001F);
}
loop {
syscall::halt();
}
loop {}
}