Import dungeon puzzler's lament (#459)

Includes dungeon keepers lament in the examples

- [x] no changelog update needed
This commit is contained in:
Corwin 2023-07-25 20:52:48 +01:00 committed by GitHub
commit b80c85f1d9
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77 changed files with 5068 additions and 1803 deletions

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[unstable]
build-std = ["core", "alloc"]
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runner = "mgba-qt"
[target.armv4t-none-eabi]
rustflags = ["-Clink-arg=-Tgba.ld", "-Ctarget-cpu=arm7tdmi"]
runner = "mgba-qt"

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use quote::{quote, TokenStreamExt};
use std::{
env,
fs::File,
io::{BufWriter, Write},
str::FromStr,
};
use proc_macro2::TokenStream;
const LEVEL_NAMES: &[&str] = &[
"level1",
"level2",
"level3",
"level4",
"level5",
"level6",
"level_switch",
"level_spikes",
"level_spikes2",
"squid_force_button",
"level_squid_intro",
"level_squid2",
"level_squid1",
"level_squid_item",
"level_squid_button",
"level_squid_drop",
"level_spikes3",
"level_around",
"level_squidprogramming",
];
fn main() {
let out_dir = env::var("OUT_DIR").expect("OUT_DIR environment variable must be specified");
let mut tile_loader = tiled::Loader::new();
let ui_map = load_tmx(&mut tile_loader, "maps/UI.tmx");
let ui_tiles = export_tiles(&ui_map, quote!(ui));
let levels = LEVEL_NAMES
.iter()
.map(|level| load_level(&mut tile_loader, &format!("maps/levels/{level}.tmx")))
.collect::<Vec<_>>();
let levels_tiles = levels.iter().map(|level| &level.0);
let levels_data = levels.iter().map(|level| &level.1);
let tilemaps_output = quote! {
use agb::display::tiled::TileSetting;
pub const UI_BACKGROUND_MAP: &[TileSetting] = #ui_tiles;
pub const LEVELS_MAP: &[&[TileSetting]] = &[#(#levels_tiles),*];
};
let levels_output = quote! {
pub const LEVELS: &[Level] = &[#(#levels_data),*];
};
{
let tilemaps_output_file = File::create(format!("{out_dir}/tilemaps.rs"))
.expect("Failed to open tilemaps.rs for writing");
let mut tilemaps_writer = BufWriter::new(tilemaps_output_file);
write!(&mut tilemaps_writer, "{tilemaps_output}").unwrap();
}
{
let levels_output_file = File::create(format!("{out_dir}/levels.rs"))
.expect("Failed to open levels.rs for writing");
let mut levels_output_writer = BufWriter::new(levels_output_file);
write!(&mut levels_output_writer, "{levels_output}").unwrap();
}
}
fn load_level(loader: &mut tiled::Loader, filename: &str) -> (TokenStream, Level) {
let level_map = load_tmx(loader, filename);
let tiles = export_tiles(&level_map, quote!(level));
let data = export_level(&level_map);
(tiles, data)
}
fn load_tmx(loader: &mut tiled::Loader, filename: &str) -> tiled::Map {
println!("cargo:rerun-if-changed={filename}");
loader.load_tmx_map(filename).expect("failed to load map")
}
enum Entity {
Sword,
Slime,
Hero,
Stairs,
Door,
Key,
Switch,
SwitchPressed,
SwitchedOpenDoor,
SwitchedClosedDoor,
SpikesUp,
SpikesDown,
SquidUp,
SquidDown,
}
impl FromStr for Entity {
type Err = ();
fn from_str(s: &str) -> Result<Self, Self::Err> {
use Entity::*;
Ok(match s {
"SWORD" => Sword,
"SLIME" => Slime,
"HERO" => Hero,
"STAIRS" => Stairs,
"DOOR" => Door,
"KEY" => Key,
"SWITCH" => Switch,
"SWITCH_PRESSED" => SwitchPressed,
"DOOR_SWITCHED" => SwitchedClosedDoor,
"DOOR_SWITCHED_OPEN" => SwitchedOpenDoor,
"SPIKES" => SpikesUp,
"SPIKES_DOWN" => SpikesDown,
"SQUID_UP" => SquidUp,
"SQUID_DOWN" => SquidDown,
_ => return Err(()),
})
}
}
impl quote::ToTokens for Entity {
fn to_tokens(&self, tokens: &mut TokenStream) {
use Entity::*;
tokens.append_all(match self {
Sword => quote!(Item::Sword),
Slime => quote!(Item::Slime),
Hero => quote!(Item::Hero),
Stairs => quote!(Item::Stairs),
Door => quote!(Item::Door),
Key => quote!(Item::Key),
Switch => quote!(Item::Switch),
SwitchPressed => quote!(Item::SwitchPressed),
SwitchedOpenDoor => quote!(Item::SwitchedOpenDoor),
SwitchedClosedDoor => quote!(Item::SwitchedClosedDoor),
SpikesUp => quote!(Item::SpikesUp),
SpikesDown => quote!(Item::SpikesDown),
SquidUp => quote!(Item::SquidUp),
SquidDown => quote!(Item::SquidDown),
})
}
}
enum Direction {
Up,
Down,
Left,
Right,
}
impl TryFrom<char> for Direction {
type Error = ();
fn try_from(c: char) -> Result<Self, Self::Error> {
use Direction::*;
Ok(match c {
'U' => Up,
'D' => Down,
'L' => Left,
'R' => Right,
_ => return Err(()),
})
}
}
impl quote::ToTokens for Direction {
fn to_tokens(&self, tokens: &mut TokenStream) {
use Direction::*;
tokens.append_all(match self {
Up => quote!(Direction::Up),
Down => quote!(Direction::Down),
Left => quote!(Direction::Left),
Right => quote!(Direction::Right),
});
}
}
struct EntityWithPosition(Entity, (i32, i32));
impl quote::ToTokens for EntityWithPosition {
fn to_tokens(&self, tokens: &mut TokenStream) {
let pos_x = self.1 .0;
let pos_y = self.1 .1;
let location = quote!(Vector2D::new(#pos_x, #pos_y));
let item = &self.0;
tokens.append_all(quote!(Entity(#item, #location)))
}
}
struct Level {
starting_items: Vec<Entity>,
fixed_positions: Vec<EntityWithPosition>,
directions: Vec<Direction>,
wall_bitmap: Vec<u8>,
name: String,
}
impl quote::ToTokens for Level {
fn to_tokens(&self, tokens: &mut TokenStream) {
let wall_bitmap = &self.wall_bitmap;
let fixed_positions = &self.fixed_positions;
let directions = &self.directions;
let starting_items = &self.starting_items;
let name = &self.name;
tokens.append_all(quote! {
Level::new(
Map::new(11, 10, &[#(#wall_bitmap),*]),
&[#(#fixed_positions),*],
&[#(#directions),*],
&[#(#starting_items),*],
#name,
)
})
}
}
fn export_level(map: &tiled::Map) -> Level {
let objects = map.get_layer(1).unwrap().as_object_layer().unwrap();
let fixed_positions = objects.objects().map(|obj| {
let entity: Entity = obj
.name
.parse()
.unwrap_or_else(|_| panic!("unknown object type {}", obj.name));
let x = (obj.x / 16.0) as i32;
let y = (obj.y / 16.0) as i32;
EntityWithPosition(entity, (x, y))
});
let Some(tiled::PropertyValue::StringValue(starting_items)) = map.properties.get("ITEMS")
else {
panic!("Starting items must be a string")
};
let Some(tiled::PropertyValue::StringValue(level_name)) = map.properties.get("NAME") else {
panic!("Level name must be a string")
};
let starting_items = starting_items.split(',').map(|starting_item| {
starting_item
.parse()
.unwrap_or_else(|_| panic!("unknown object type {}", starting_item))
});
let Some(tiled::PropertyValue::StringValue(directions)) = map.properties.get("DIRECTIONS")
else {
panic!("Starting items must be a string")
};
let directions = directions.chars().map(|starting_item| {
starting_item
.try_into()
.unwrap_or_else(|_| panic!("unknown object type {}", starting_item))
});
let Some(tiled::TileLayer::Finite(tiles)) = map.get_layer(0).unwrap().as_tile_layer() else {
panic!("Not a finite layer")
};
let are_walls = (0..10 * 11).map(|id| {
let tile_x = id % 11;
let tile_y = id / 11;
let is_wall = tiles
.get_tile(tile_x * 2, tile_y * 2)
.map(|tile| {
let tileset = tile.get_tileset();
let tile_data = &tileset.get_tile(tile.id()).unwrap();
tile_data
.user_type
.as_ref()
.map(|user_type| user_type == "WALL")
.unwrap_or(false)
})
.unwrap_or(true);
is_wall
});
Level {
starting_items: starting_items.collect(),
fixed_positions: fixed_positions.collect(),
directions: directions.collect(),
wall_bitmap: bool_to_bit(&are_walls.collect::<Vec<_>>()),
name: level_name.clone(),
}
}
fn export_tiles(map: &tiled::Map, background: TokenStream) -> TokenStream {
let map_tiles = map.get_layer(0).unwrap().as_tile_layer().unwrap();
let width = map_tiles.width().unwrap();
let height = map_tiles.height().unwrap();
let map_tiles = (0..(height * width)).map(|pos| {
let x = pos % width;
let y = pos / width;
let tile = map_tiles.get_tile(x as i32, y as i32);
match tile {
Some(tile) => {
let tile_id = tile.id() as u16;
let vflip = tile.flip_h;
let hflip = tile.flip_v;
let palette_id =
quote! { backgrounds::#background.palette_assignments[#tile_id as usize] };
quote! { TileSetting::new(#tile_id, #vflip, #hflip, #palette_id) }
}
None => {
quote! { TileSetting::new(1023, false, false, 0) }
}
}
});
quote! {&[#(#map_tiles),*]}
}
fn bool_to_bit(bools: &[bool]) -> Vec<u8> {
bools
.chunks(8)
.map(|x| {
x.iter()
.enumerate()
.fold(0u8, |bits, (idx, &bit)| bits | ((bit as u8) << idx))
})
.collect()
}
#[test]
fn check_bool_to_bit() {
let bools = [true, false, false, false, true, true, true, true];
assert_eq!(bool_to_bit(&bools), [0b11110001]);
}

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@ -0,0 +1,115 @@
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);
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_end = ABSOLUTE(.);
} > 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;
.shstrtab : {
*(.shstrtab)
}
/* 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 +1,113 @@
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);
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_end = ABSOLUTE(.);
} > 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;
.shstrtab : {
*(.shstrtab)
}
/* 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/ : { *(*) }
}

View file

@ -0,0 +1,28 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
<tileset firstgid="1" source="UI.tsx"/>
<layer id="1" name="UI" width="30" height="20">
<data encoding="csv">
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</layer>
</map>

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.10.1" name="UI" tilewidth="8" tileheight="8" tilecount="60" columns="15">
<image source="ui_tiles.png" width="120" height="32"/>
</tileset>

View file

@ -0,0 +1,12 @@
{
"automappingRulesFile": "",
"commands": [
],
"compatibilityVersion": 1100,
"extensionsPath": "extensions",
"folders": [
"."
],
"propertyTypes": [
]
}

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After

Width:  |  Height:  |  Size: 6.3 KiB

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@ -0,0 +1,176 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.10.1" name="level" tilewidth="8" tileheight="8" tilecount="324" columns="18">
<image source="level.png" width="144" height="144"/>
<tile id="0" type="WALL"/>
<tile id="1" type="WALL"/>
<tile id="2" type="WALL"/>
<tile id="3" type="WALL"/>
<tile id="4" type="WALL"/>
<tile id="5" type="WALL"/>
<tile id="6" type="WALL"/>
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<tile id="37" type="WALL"/>
<tile id="38" type="FLOOR"/>
<tile id="39" type="FLOOR"/>
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<tile id="41" type="FLOOR"/>
<tile id="42" type="FLOOR"/>
<tile id="43" type="FLOOR"/>
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</tileset>

View file

@ -0,0 +1,44 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="22" height="20" tilewidth="8" tileheight="8" infinite="0" nextlayerid="3" nextobjectid="5">
<properties>
<property name="DIRECTIONS" value="RRRRRR"/>
<property name="ITEMS" value="KEY"/>
<property name="NAME" value="Keys open doors"/>
</properties>
<tileset firstgid="1" source="../level.tsx"/>
<layer id="1" name="Background" width="22" height="20" offsetx="0" offsety="0.181818">
<data encoding="csv">
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<objectgroup id="2" name="Objects">
<object id="1" name="HERO" x="72" y="56">
<point/>
</object>
<object id="9" name="STAIRS" x="104" y="72">
<point/>
</object>
<object id="11" name="SWITCH" x="56" y="56">
<point/>
</object>
<object id="13" name="SPIKES" x="120" y="56">
<point/>
</object>
</objectgroup>
</map>

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<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="22" height="20" tilewidth="8" tileheight="8" infinite="0" nextlayerid="3" nextobjectid="15">
<properties>
<property name="DIRECTIONS" value="RDDL"/>
<property name="ITEMS" value="DOOR_SWITCHED,DOOR_SWITCHED_OPEN"/>
<property name="NAME" value="Squids, they have a mind of their own"/>
</properties>
<tileset firstgid="1" source="../level.tsx"/>
<layer id="1" name="Backgrounds" width="22" height="20">
<data encoding="csv">
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</layer>
<objectgroup id="2" name="Objects">
<object id="8" name="SQUID_DOWN" x="40" y="40">
<point/>
</object>
<object id="9" name="SWITCH" x="40" y="72">
<point/>
</object>
<object id="10" name="HERO" x="120" y="56">
<point/>
</object>
<object id="11" name="STAIRS" x="104" y="72">
<point/>
</object>
<object id="14" name="SPIKES" x="136" y="72">
<point/>
</object>
</objectgroup>
</map>

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

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use agb::{
display::tiled::{RegularMap, TileFormat, TileSet, TileSetting, VRamManager},
include_background_gfx,
};
include_background_gfx!(backgrounds, "1e151b",
ui => "maps/ui_tiles.png",
level => "maps/level.png",
ending => "gfx/ending_page.aseprite",
);
mod tilemaps {
use super::backgrounds;
include!(concat!(env!("OUT_DIR"), "/tilemaps.rs"));
}
pub fn load_palettes(vram_manager: &mut VRamManager) {
vram_manager.set_background_palettes(backgrounds::PALETTES);
}
pub fn load_ui(map: &mut RegularMap, vram_manager: &mut VRamManager) {
let ui_tileset = TileSet::new(backgrounds::ui.tiles, TileFormat::FourBpp);
for y in 0..20u16 {
for x in 0..30u16 {
let tile_pos = y * 30 + x;
let tile_setting = tilemaps::UI_BACKGROUND_MAP[tile_pos as usize];
map.set_tile(vram_manager, (x, y).into(), &ui_tileset, tile_setting);
}
}
}
pub fn load_level_background(
map: &mut RegularMap,
vram_manager: &mut VRamManager,
level_number: usize,
) {
let level_map = &tilemaps::LEVELS_MAP[level_number];
let level_tileset = TileSet::new(backgrounds::level.tiles, TileFormat::FourBpp);
for y in 0..20u16 {
for x in 0..22u16 {
let tile_pos = y * 22 + x;
let tile_setting = level_map[tile_pos as usize];
map.set_tile(vram_manager, (x, y).into(), &level_tileset, tile_setting);
}
}
}
pub fn load_ending_page(map: &mut RegularMap, vram_manager: &mut VRamManager) {
let ending_tileset = TileSet::new(backgrounds::ending.tiles, TileFormat::FourBpp);
for y in 0..20u16 {
for x in 0..30u16 {
let tile_pos = y * 30 + x;
let tile_setting = TileSetting::new(
tile_pos,
false,
false,
backgrounds::ending.palette_assignments[tile_pos as usize],
);
map.set_tile(vram_manager, (x, y).into(), &ending_tileset, tile_setting);
}
}
}

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use agb::{
display::{
object::{
OamIterator, ObjectTextRender, ObjectUnmanaged, PaletteVram, Size, SpriteLoader,
SpriteVram, TextAlignment,
},
palette16::Palette16,
tiled::{MapLoan, RegularMap, TiledMap, VRamManager},
HEIGHT,
},
fixnum::Vector2D,
input::{Button, ButtonController, Tri},
};
use crate::{
resources::{ARROW_RIGHT, FONT},
sfx::Sfx,
};
use self::{
game_state::{GameState, PLAY_AREA_HEIGHT, PLAY_AREA_WIDTH},
simulation::Simulation,
};
pub use simulation::Direction;
use core::{cell::RefCell, fmt::Write};
mod game_state;
mod simulation;
mod numbers;
struct Game<'a, 'b> {
phase: GamePhase<'a, 'b>,
}
struct Lament<'a, 'b> {
level: usize,
writer: RefCell<ObjectTextRender<'static>>,
background: &'a mut MapLoan<'b, RegularMap>,
}
fn generate_text_palette() -> PaletteVram {
let mut palette = [0x0; 16];
palette[1] = 0xFF_FF;
let palette = Palette16::new(palette);
PaletteVram::new(&palette).unwrap()
}
impl<'a, 'b> Lament<'a, 'b> {
fn new(level: usize, background: &'a mut MapLoan<'b, RegularMap>) -> Self {
let palette = generate_text_palette();
let mut writer = ObjectTextRender::new(&super::resources::FONT, Size::S16x16, palette);
let _ = writeln!(
writer,
"{}\n\n{}",
numbers::NUMBERS[level],
crate::level::Level::get_level(level).name
);
writer.layout(
Vector2D::new(
PLAY_AREA_WIDTH as i32 * 16 - 32,
PLAY_AREA_HEIGHT as i32 * 16,
),
TextAlignment::Center,
0,
);
Self {
level,
writer: RefCell::new(writer),
background,
}
}
fn update(self, input: &ButtonController, vram_manager: &mut VRamManager) -> GamePhase<'a, 'b> {
{
let mut writer = self.writer.borrow_mut();
writer.next_letter_group();
writer.update(Vector2D::new(16, HEIGHT / 4));
}
if input.is_just_pressed(Button::A) {
GamePhase::Construction(Construction::new(self.level, self.background, vram_manager))
} else {
GamePhase::Lament(self)
}
}
fn render(&self, oam: &mut OamIterator) {
self.writer.borrow_mut().commit(oam);
}
}
struct Construction<'a, 'b> {
game: GameState,
background: &'a mut MapLoan<'b, RegularMap>,
}
impl<'a, 'b> Drop for Construction<'a, 'b> {
fn drop(&mut self) {
self.background.hide();
}
}
impl<'a, 'b> Construction<'a, 'b> {
fn new(
level: usize,
background: &'a mut MapLoan<'b, RegularMap>,
vram_manager: &mut VRamManager,
) -> Self {
let game = GameState::new(level);
game.load_level_background(background, vram_manager);
background.commit(vram_manager);
background.show();
Self { background, game }
}
fn update(
mut self,
input: &ButtonController,
sfx: &mut Sfx,
loader: &mut SpriteLoader,
) -> GamePhase<'a, 'b> {
self.game.step(input, sfx);
if input.is_just_pressed(Button::START) {
self.game.force_place();
GamePhase::Execute(Execute::new(self, sfx, loader))
} else {
GamePhase::Construction(self)
}
}
fn render(&self, oam: &mut OamIterator, loader: &mut SpriteLoader) {
self.game.render(loader, oam);
}
}
impl<'a, 'b> Execute<'a, 'b> {
fn new(construction: Construction<'a, 'b>, sfx: &mut Sfx, loader: &mut SpriteLoader) -> Self {
Self {
simulation: construction.game.create_simulation(sfx, loader),
construction,
}
}
fn update(
mut self,
input: &ButtonController,
sfx: &mut Sfx,
loader: &mut SpriteLoader,
) -> GamePhase<'a, 'b> {
if input.is_just_pressed(Button::START) {
return GamePhase::Construction(self.construction);
}
match self.simulation.update(loader, sfx) {
simulation::Outcome::Continue => GamePhase::Execute(self),
simulation::Outcome::Loss => GamePhase::Construction(self.construction),
simulation::Outcome::Win => GamePhase::NextLevel,
}
}
fn render(&self, loader: &mut SpriteLoader, oam: &mut OamIterator) {
self.simulation.render(oam);
self.construction
.game
.render_arrows(loader, oam, Some(self.simulation.current_turn()));
}
}
struct Execute<'a, 'b> {
simulation: Simulation,
construction: Construction<'a, 'b>,
}
#[derive(Default)]
enum GamePhase<'a, 'b> {
#[default]
Empty,
Lament(Lament<'a, 'b>),
Construction(Construction<'a, 'b>),
Execute(Execute<'a, 'b>),
NextLevel,
}
impl GamePhase<'_, '_> {
fn update(
&mut self,
input: &ButtonController,
sfx: &mut Sfx,
loader: &mut SpriteLoader,
vram_manger: &mut VRamManager,
) {
*self = match core::mem::take(self) {
GamePhase::Lament(lament) => lament.update(input, vram_manger),
GamePhase::Construction(construction) => construction.update(input, sfx, loader),
GamePhase::Execute(execute) => execute.update(input, sfx, loader),
GamePhase::NextLevel => GamePhase::NextLevel,
GamePhase::Empty => panic!("bad state"),
}
}
fn render(&self, loader: &mut SpriteLoader, oam: &mut OamIterator) {
match self {
GamePhase::Empty => panic!("bad state"),
GamePhase::Lament(lament) => lament.render(oam),
GamePhase::Construction(construction) => construction.render(oam, loader),
GamePhase::Execute(execute) => execute.render(loader, oam),
GamePhase::NextLevel => {}
}
}
}
impl<'a, 'b> Game<'a, 'b> {
pub fn new(level: usize, background: &'a mut MapLoan<'b, RegularMap>) -> Self {
Self {
phase: GamePhase::Lament(Lament::new(level, background)),
}
}
pub fn update(
&mut self,
input: &ButtonController,
sfx: &mut Sfx,
loader: &mut SpriteLoader,
vram_manager: &mut VRamManager,
) -> bool {
self.phase.update(input, sfx, loader, vram_manager);
matches!(self.phase, GamePhase::NextLevel)
}
pub fn render(&self, loader: &mut SpriteLoader, oam: &mut OamIterator) {
self.phase.render(loader, oam)
}
pub fn hide_background(&mut self) {
match &mut self.phase {
GamePhase::Construction(construction) => construction.background.hide(),
GamePhase::Execute(execute) => execute.construction.background.hide(),
_ => {}
}
}
pub fn show_background(&mut self) {
match &mut self.phase {
GamePhase::Construction(construction) => construction.background.show(),
GamePhase::Execute(execute) => execute.construction.background.show(),
_ => {}
}
}
}
pub struct Pausable<'a, 'b> {
paused: Paused,
menu: PauseMenu,
game: Game<'a, 'b>,
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum Paused {
Paused,
Playing,
}
impl Paused {
fn change(self) -> Paused {
match self {
Paused::Paused => Paused::Playing,
Paused::Playing => Paused::Paused,
}
}
}
#[derive(Clone, Copy)]
pub enum PauseSelection {
Restart,
LevelSelect(usize),
}
enum PauseSelectionInner {
Restart,
LevelSelect,
}
struct PauseMenu {
option_text: RefCell<[ObjectTextRender<'static>; 2]>,
selection: PauseSelectionInner,
indicator_sprite: SpriteVram,
selected_level: usize,
maximum_level: usize,
}
impl PauseMenu {
fn text_at_position(
text: core::fmt::Arguments,
position: Vector2D<i32>,
) -> ObjectTextRender<'static> {
let mut t = ObjectTextRender::new(&FONT, Size::S32x16, generate_text_palette());
let _ = writeln!(t, "{}", text);
t.layout(Vector2D::new(i32::MAX, i32::MAX), TextAlignment::Left, 0);
t.next_line();
t.update(position);
t
}
fn new(loader: &mut SpriteLoader, maximum_level: usize, current_level: usize) -> Self {
PauseMenu {
option_text: RefCell::new([
Self::text_at_position(format_args!("Restart"), Vector2D::new(32, HEIGHT / 4)),
Self::text_at_position(
format_args!("Go to level: {}", current_level + 1),
Vector2D::new(32, HEIGHT / 4 + 20),
),
]),
selection: PauseSelectionInner::Restart,
indicator_sprite: loader.get_vram_sprite(ARROW_RIGHT.sprite(0)),
selected_level: current_level,
maximum_level,
}
}
fn update(&mut self, input: &ButtonController) -> Option<PauseSelection> {
if input.is_just_pressed(Button::UP) | input.is_just_pressed(Button::DOWN) {
self.selection = match self.selection {
PauseSelectionInner::Restart => PauseSelectionInner::LevelSelect,
PauseSelectionInner::LevelSelect => PauseSelectionInner::Restart,
};
}
let lr = Tri::from((
input.is_just_pressed(Button::LEFT),
input.is_just_pressed(Button::RIGHT),
));
if matches!(self.selection, PauseSelectionInner::LevelSelect) && lr != Tri::Zero {
let selected_level = self.selected_level as i32;
let selected_level =
(selected_level + lr as i32).rem_euclid(self.maximum_level as i32 + 1);
self.selected_level = selected_level as usize;
self.option_text.borrow_mut()[1] = Self::text_at_position(
format_args!("Go to level: {}", selected_level + 1),
Vector2D::new(32, HEIGHT / 4 + 20),
)
}
if input.is_just_pressed(Button::A) | input.is_just_pressed(Button::START) {
Some(match self.selection {
PauseSelectionInner::Restart => PauseSelection::Restart,
PauseSelectionInner::LevelSelect => {
PauseSelection::LevelSelect(self.selected_level)
}
})
} else {
None
}
}
fn render(&self, oam: &mut OamIterator) {
for text in self.option_text.borrow_mut().iter_mut() {
text.commit(oam);
}
let mut indicator = ObjectUnmanaged::new(self.indicator_sprite.clone());
indicator.show();
match self.selection {
PauseSelectionInner::Restart => indicator.set_position(Vector2D::new(16, HEIGHT / 4)),
PauseSelectionInner::LevelSelect => {
indicator.set_position(Vector2D::new(16, HEIGHT / 4 + 20))
}
};
if let Some(slot) = oam.next() {
slot.set(&indicator);
}
}
}
pub enum UpdateResult {
MenuSelection(PauseSelection),
NextLevel,
}
impl<'a, 'b> Pausable<'a, 'b> {
pub fn new(
level: usize,
maximum_level: usize,
background: &'a mut MapLoan<'b, RegularMap>,
loader: &mut SpriteLoader,
) -> Self {
Self {
paused: Paused::Playing,
game: Game::new(level, background),
menu: PauseMenu::new(loader, maximum_level, level),
}
}
pub fn update(
&mut self,
input: &ButtonController,
sfx: &mut Sfx,
loader: &mut SpriteLoader,
vram_manager: &mut VRamManager,
) -> Option<UpdateResult> {
if input.is_just_pressed(Button::SELECT)
|| (matches!(self.paused, Paused::Paused) && input.is_just_pressed(Button::B))
{
self.paused = self.paused.change();
match self.paused {
Paused::Paused => self.game.hide_background(),
Paused::Playing => self.game.show_background(),
}
}
if !matches!(self.paused, Paused::Paused) {
if self.game.update(input, sfx, loader, vram_manager) {
Some(UpdateResult::NextLevel)
} else {
None
}
} else {
self.menu.update(input).map(UpdateResult::MenuSelection)
}
}
pub fn render(&self, loader: &mut SpriteLoader, oam: &mut OamIterator) {
if matches!(self.paused, Paused::Paused) {
self.menu.render(oam);
} else {
self.game.render(loader, oam);
}
}
}

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use agb::{
display::{
object::{OamIterator, ObjectUnmanaged, SpriteLoader, Tag},
tiled::{RegularMap, VRamManager},
},
fixnum::Vector2D,
input::{Button, ButtonController, Tri},
};
use alloc::{vec, vec::Vec};
use crate::{
level::{Item, Level},
map::MapElement,
resources,
sfx::Sfx,
};
use super::simulation::{Direction, Simulation};
pub const PLAY_AREA_WIDTH: usize = 11;
pub const PLAY_AREA_HEIGHT: usize = 10;
const ITEM_AREA_WIDTH: usize = 3;
const ITEM_AREA_HEIGHT: usize = 3;
const ITEM_AREA_TOP_LEFT: Vector2D<i32> = Vector2D::new(179, 96);
const CURSOR_OFFSET: Vector2D<i32> = Vector2D::new(14, 14);
const ARROW_TOP_LEFT: Vector2D<i32> = Vector2D::new(175, 15);
pub struct GameState {
level_number: usize,
level: &'static Level,
cursor_state: CursorState,
frame: usize,
item_states: Vec<ItemState>,
}
impl GameState {
pub fn new(level_number: usize) -> Self {
let level = Level::get_level(level_number);
let position = level
.entities
.iter()
.find(|x| x.0 == Item::Hero)
.map(|hero| hero.1.x as usize + PLAY_AREA_WIDTH * hero.1.y as usize)
.unwrap_or(PLAY_AREA_WIDTH * PLAY_AREA_HEIGHT / 2 + PLAY_AREA_WIDTH / 2);
Self {
level_number,
level,
cursor_state: CursorState {
item_position: 0,
board_position: position,
current_place: CursorPlace::Item,
held_item: None,
},
frame: 0,
item_states: vec![ItemState::default(); level.items.len()],
}
}
pub fn create_simulation(&self, sfx: &mut Sfx, loader: &mut SpriteLoader) -> Simulation {
Simulation::generate(
self.item_states
.iter()
.zip(self.level.items)
.filter_map(|(location, item)| match location {
ItemState::Placed(loc) => Some((*loc, *item)),
ItemState::NotPlaced => None,
})
.map(|(location, item)| {
(
item,
Vector2D::new(
(location % PLAY_AREA_WIDTH) as i32,
(location / PLAY_AREA_WIDTH) as i32,
),
)
})
.chain(self.level.entities.iter().map(|x| (x.0, x.1))),
self.level,
sfx,
loader,
)
}
pub fn load_level_background(&self, map: &mut RegularMap, vram_manager: &mut VRamManager) {
crate::backgrounds::load_level_background(map, vram_manager, self.level_number);
}
pub fn force_place(&mut self) {
if self.cursor_state.current_place == CursorPlace::Board {
let position_x = (self.cursor_state.board_position % PLAY_AREA_WIDTH) as i32;
let position_y = (self.cursor_state.board_position / PLAY_AREA_WIDTH) as i32;
let position: Vector2D<_> = (position_x, position_y).into();
let map_tile = self.level.map[(position_x, position_y)];
let fixed_item_at_location = self
.level
.entities
.iter()
.any(|entity| entity.1 == position);
if map_tile == MapElement::Floor && !fixed_item_at_location {
let placeable_item_at_location =
self.item_states.iter().position(|state| match state {
ItemState::Placed(position) => {
*position == self.cursor_state.board_position
}
ItemState::NotPlaced => false,
});
if placeable_item_at_location.is_none() {
if let Some(held_item) = self.cursor_state.held_item {
self.item_states[held_item] =
ItemState::Placed(self.cursor_state.board_position);
self.cursor_state.held_item = None;
}
}
}
}
}
pub fn step(&mut self, input: &ButtonController, sfx: &mut Sfx) {
self.frame = self.frame.wrapping_add(1);
self.cursor_state.update_position(input);
if input.is_just_pressed(Button::A) {
match self.cursor_state.current_place {
CursorPlace::Board => {
let position_x = (self.cursor_state.board_position % PLAY_AREA_WIDTH) as i32;
let position_y = (self.cursor_state.board_position / PLAY_AREA_WIDTH) as i32;
let position: Vector2D<_> = (position_x, position_y).into();
let map_tile = self.level.map[(position_x, position_y)];
let fixed_item_at_location = self
.level
.entities
.iter()
.any(|entity| entity.1 == position);
if map_tile == MapElement::Floor && !fixed_item_at_location {
let placeable_item_at_location =
self.item_states.iter().position(|state| match state {
ItemState::Placed(position) => {
*position == self.cursor_state.board_position
}
ItemState::NotPlaced => false,
});
let played_sound = if let Some(held_item) = self.cursor_state.held_item {
self.item_states[held_item] =
ItemState::Placed(self.cursor_state.board_position);
self.cursor_state.held_item = None;
sfx.place();
true
} else {
false
};
if let Some(placeable_item_at_location) = placeable_item_at_location {
self.cursor_state.held_item = Some(placeable_item_at_location);
self.item_states[placeable_item_at_location] = ItemState::NotPlaced;
if !played_sound {
sfx.select();
}
}
} else {
sfx.bad_selection();
}
}
CursorPlace::Item => {
let item_position = self.cursor_state.item_position;
if matches!(
self.item_states.get(item_position),
Some(ItemState::NotPlaced)
) {
sfx.select();
self.cursor_state.current_place = CursorPlace::Board;
self.cursor_state.held_item = Some(item_position);
} else {
sfx.bad_selection();
}
}
}
}
if input.is_just_pressed(Button::B) {
match self.cursor_state.current_place {
CursorPlace::Item => {
self.cursor_state.current_place = CursorPlace::Board;
self.cursor_state.held_item = None;
}
CursorPlace::Board => {
self.cursor_state.current_place = CursorPlace::Item;
self.cursor_state.held_item = None;
}
}
}
}
pub fn render_arrows(
&self,
loader: &mut SpriteLoader,
oam: &mut OamIterator,
current_turn: Option<usize>,
) {
let is_odd_frame = if current_turn.is_some() {
true
} else {
let frame_index = self.frame / 32;
frame_index % 2 == 1
};
for ((i, direction), slot) in self.level.directions.iter().enumerate().zip(oam) {
let x = (i % 4) as i32;
let y = (i / 4) as i32;
let arrow_position = ARROW_TOP_LEFT + (x * 15, y * 15).into();
let arrow_position = if is_odd_frame {
arrow_odd_frame_offset(*direction)
} else {
(0, 0).into()
} + arrow_position;
let sprite_idx = if Some(i) == current_turn { 1 } else { 0 };
let mut arrow_obj = ObjectUnmanaged::new(
loader.get_vram_sprite(arrow_for_direction(*direction).sprite(sprite_idx)),
);
arrow_obj.show().set_position(arrow_position);
slot.set(&arrow_obj);
}
}
pub fn render(&self, loader: &mut SpriteLoader, mut oam: &mut OamIterator) {
let frame_index = self.frame / 32;
let is_odd_frame = frame_index % 2 == 1;
let mut cursor_obj =
ObjectUnmanaged::new(loader.get_vram_sprite(resources::CURSOR.sprite(0)));
cursor_obj
.show()
.set_position(self.cursor_state.get_position(is_odd_frame));
if let Some(slot) = oam.next() {
slot.set(&cursor_obj);
}
let level = self.level;
self.render_arrows(loader, oam, None);
fn placed_position(position: usize, item: &Item) -> Vector2D<i32> {
let position_x = (position % PLAY_AREA_WIDTH) as i32;
let position_y = (position / PLAY_AREA_WIDTH) as i32;
let position = Vector2D::new(position_x, position_y);
position * 16 + item.map_entity_offset()
}
if let Some(held) = self.cursor_state.held_item {
let item = &level.items[held];
let item_position = placed_position(self.cursor_state.board_position, item);
let mut item_obj = ObjectUnmanaged::new(
loader.get_vram_sprite(item.tag().animation_sprite(frame_index)),
);
item_obj.show().set_position(item_position);
if let Some(slot) = oam.next() {
slot.set(&item_obj);
}
}
for ((item_position, item), slot) in level
.items
.iter()
.enumerate()
.filter_map(|(i, item)| {
let item_position = match self.item_states[i] {
ItemState::Placed(position) => placed_position(position, item),
ItemState::NotPlaced => {
if self.cursor_state.held_item == Some(i) {
return None;
} else {
let x = (i % ITEM_AREA_WIDTH) as i32;
let y = (i / ITEM_AREA_WIDTH) as i32;
ITEM_AREA_TOP_LEFT + (x * 16, y * 16).into()
}
}
};
Some((item_position, item))
})
.zip(&mut oam)
{
let mut item_obj = ObjectUnmanaged::new(
loader.get_vram_sprite(item.tag().animation_sprite(frame_index)),
);
item_obj.show().set_position(item_position);
slot.set(&item_obj);
}
for (entity, slot) in level.entities.iter().zip(&mut oam) {
let entity_position = entity.1 * 16 + entity.0.map_entity_offset();
let mut entity_obj =
ObjectUnmanaged::new(loader.get_vram_sprite(entity.0.shadow_tag().sprite(0)));
entity_obj.show().set_position(entity_position);
slot.set(&entity_obj);
}
}
}
struct CursorState {
item_position: usize,
board_position: usize,
current_place: CursorPlace,
held_item: Option<usize>,
}
#[derive(PartialEq, Eq, Clone, Copy)]
enum CursorPlace {
Item,
Board,
}
impl CursorState {
fn get_position(&self, is_odd_frame: bool) -> Vector2D<i32> {
let odd_frame_offset = if is_odd_frame {
Vector2D::new(1, 1)
} else {
Vector2D::new(0, 0)
};
let place_position: Vector2D<_> = match self.current_place {
CursorPlace::Board => {
let current_x = (self.board_position % PLAY_AREA_WIDTH) as i32;
let current_y = (self.board_position / PLAY_AREA_WIDTH) as i32;
(current_x * 16, current_y * 16).into()
}
CursorPlace::Item => {
let current_x = (self.item_position % ITEM_AREA_WIDTH) as i32;
let current_y = (self.item_position / ITEM_AREA_WIDTH) as i32;
ITEM_AREA_TOP_LEFT + (current_x * 16, current_y * 16).into()
}
};
place_position + CURSOR_OFFSET + odd_frame_offset
}
fn update_position(&mut self, input: &ButtonController) {
let ud: Tri = (
input.is_just_pressed(Button::UP),
input.is_just_pressed(Button::DOWN),
)
.into();
let lr: Tri = (
input.is_just_pressed(Button::LEFT),
input.is_just_pressed(Button::RIGHT),
)
.into();
if ud == Tri::Zero && lr == Tri::Zero {
return;
}
match self.current_place {
CursorPlace::Board => {
let current_x = self.board_position % PLAY_AREA_WIDTH;
let current_y = self.board_position / PLAY_AREA_WIDTH;
let mut new_x = current_x.saturating_add_signed(lr as isize).max(1);
let new_y = current_y
.saturating_add_signed(ud as isize)
.max(1)
.min(PLAY_AREA_HEIGHT - 2);
if new_x == PLAY_AREA_WIDTH - 1 {
new_x = new_x.min(PLAY_AREA_WIDTH - 2);
if self.held_item.is_none() {
self.current_place = CursorPlace::Item;
self.item_position = new_y.saturating_sub(5).clamp(0, ITEM_AREA_HEIGHT - 1)
* ITEM_AREA_WIDTH;
}
}
self.board_position = new_x + new_y * PLAY_AREA_WIDTH;
}
CursorPlace::Item => {
let current_x = self.item_position % ITEM_AREA_WIDTH;
let current_y = self.item_position / ITEM_AREA_WIDTH;
let mut new_x = current_x.wrapping_add_signed(lr as isize);
let new_y = current_y
.saturating_add_signed(ud as isize)
.min(ITEM_AREA_HEIGHT - 1);
if new_x == usize::MAX {
new_x = 0;
self.current_place = CursorPlace::Board;
self.board_position = (new_y + 5) * PLAY_AREA_WIDTH + PLAY_AREA_WIDTH - 2;
} else {
new_x = new_x.min(ITEM_AREA_WIDTH - 1);
}
self.item_position = new_x + new_y * ITEM_AREA_WIDTH;
}
}
}
}
const fn arrow_for_direction(direction: Direction) -> &'static Tag {
match direction {
Direction::Up => resources::ARROW_UP,
Direction::Down => resources::ARROW_DOWN,
Direction::Left => resources::ARROW_LEFT,
Direction::Right => resources::ARROW_RIGHT,
}
}
const fn arrow_odd_frame_offset(direction: Direction) -> Vector2D<i32> {
match direction {
Direction::Up => Vector2D::new(0, -1),
Direction::Down => Vector2D::new(0, 1),
Direction::Left => Vector2D::new(-1, 0),
Direction::Right => Vector2D::new(1, 0),
}
}
#[derive(Default, Clone)]
enum ItemState {
Placed(usize),
#[default]
NotPlaced,
}

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pub const NUMBERS: &[&str] = &[
"One",
"Two",
"Three",
"Four",
"Five",
"Six",
"Seven",
"Eight",
"Nine",
"Ten",
"Eleven",
"Twelve",
"Thirteen",
"Fourteen",
"Fifteen",
"Sixteen",
"Seventeen",
"Eighteen",
"Ninteen",
"Twenty",
];

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use agb::{
display::object::{OamIterator, SpriteLoader},
fixnum::{Num, Vector2D},
};
use alloc::vec::Vec;
use crate::{
level::{Item, Level},
sfx::Sfx,
};
use self::{
animation::{Animation, RenderCache},
entity::{Action, EntityMap},
};
mod animation;
mod entity;
pub use entity::Direction;
pub use entity::Outcome;
pub struct Simulation {
entities: EntityMap,
animation: Animation,
level: &'static Level,
move_idx: usize,
outcome: Outcome,
frame: usize,
render_cache: Vec<RenderCache>,
}
impl Simulation {
pub fn generate(
a: impl Iterator<Item = (Item, Vector2D<i32>)>,
level: &'static Level,
sfx: &mut Sfx,
loader: &mut SpriteLoader,
) -> Simulation {
let mut entities = EntityMap::default();
let mut animation = Animation::default();
for (item, location) in a {
animation.populate(entities.add(item, location), sfx);
}
let mut simulation = Simulation {
entities,
animation,
move_idx: 0,
level,
outcome: Outcome::Continue,
frame: 0,
render_cache: Vec::new(),
};
simulation.cache_render(loader);
simulation
}
pub fn current_turn(&self) -> usize {
self.move_idx.saturating_sub(1)
}
pub fn render(&self, oam: &mut OamIterator) {
for item in self.render_cache.iter() {
item.render(oam);
}
}
pub fn cache_render(&mut self, sprite_loader: &mut SpriteLoader) {
self.render_cache = self.animation.cache_render(sprite_loader, self.frame / 16);
self.render_cache
.sort_unstable_by_key(|x| x.sorting_number());
}
pub fn update(&mut self, sprite_loader: &mut SpriteLoader, sfx: &mut Sfx) -> Outcome {
self.animation.increase_progress(Num::new(1) / 16);
self.frame = self.frame.wrapping_add(1);
let animation_result = self.animation.update(sfx);
self.cache_render(sprite_loader);
if animation_result {
if self.outcome != Outcome::Continue {
return self.outcome;
}
let hero_move = self.level.directions.get(self.move_idx);
if let Some(&hero_move) = hero_move {
let (outcome, animation) = self
.entities
.tick(&self.level.map, Action::Direction(hero_move));
self.move_idx += 1;
self.outcome = outcome;
for anim in animation {
self.animation.populate(anim, sfx);
}
} else {
return Outcome::Loss;
}
}
Outcome::Continue
}
}

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#![deny(clippy::indexing_slicing)]
#![deny(clippy::panicking_unwrap)]
#![deny(clippy::panic_in_result_fn)]
use core::ops::{Deref, DerefMut};
use agb::{
display::object::{OamIterator, ObjectUnmanaged, SpriteLoader},
fixnum::{Num, Vector2D},
};
use alloc::vec::Vec;
use slotmap::SecondaryMap;
use crate::{
level::Item,
resources::HERO_CARRY,
sfx::{Sfx, SoundEffect},
};
use super::entity::{Direction, EntityKey};
struct AnimationEntity {
entity: Item,
start_position: Vector2D<Num<i32, 10>>,
rendered_position: Vector2D<Num<i32, 10>>,
attached: Option<(Item, Num<i32, 10>)>,
}
#[derive(Default)]
struct ToPlay {
moves: Vec<Move>,
attach_progress: Vec<AttachProgress>,
fakeout: Vec<FakeOutMove>,
detatch: Vec<Detatch>,
attach: Vec<Attach>,
change: Vec<Change>,
die: Vec<Die>,
}
fn convert_to_real_space(p: Vector2D<i32>) -> Vector2D<Num<i32, 10>> {
p.change_base() * 16
}
impl ToPlay {
pub fn populate(
&mut self,
instruction: AnimationInstruction,
map: &mut SecondaryMap<EntityKey, AnimationEntity>,
sfx: &mut Sfx<'_>,
) {
match instruction {
AnimationInstruction::Move(e, p, s) => {
self.moves.push(Move(e, convert_to_real_space(p), s));
}
AnimationInstruction::FakeOutMove(e, d, s) => self.fakeout.push(FakeOutMove(e, d, s)),
AnimationInstruction::Detatch(e, nk, s) => self.detatch.push(Detatch(e, nk, s)),
AnimationInstruction::Attach(e, o, s) => {
if let Some(entity_to_attach) = map.get(o) {
self.attach.push(Attach(e, entity_to_attach.entity, o, s))
}
}
AnimationInstruction::Die(e, s) => self.die.push(Die(e, s)),
AnimationInstruction::Add(e, item, p, s) => {
map.insert(
e,
AnimationEntity {
entity: item,
start_position: convert_to_real_space(p),
rendered_position: convert_to_real_space(p),
attached: None,
},
);
sfx.play_sound_effect(s);
}
AnimationInstruction::Change(e, i, s) => self.change.push(Change(e, i, s)),
AnimationInstruction::PriorityChange(e, i, s) => {
if let Some(entity) = map.get_mut(e) {
entity.entity = i;
sfx.play_sound_effect(s);
}
}
}
}
}
#[derive(Default)]
pub struct Animation {
map: Map,
to_play: ToPlay,
ease: Num<i32, 10>,
time: Num<i32, 10>,
}
#[derive(Default)]
struct Map {
map: SecondaryMap<EntityKey, AnimationEntity>,
}
fn attached_offset() -> Vector2D<Num<i32, 10>> {
Vector2D::new(0, -10).change_base()
}
pub struct RenderCache {
y: i32,
item: Item,
held: bool,
object: ObjectUnmanaged,
}
impl RenderCache {
pub fn render(&self, oam: &mut OamIterator) {
if let Some(slot) = oam.next() {
slot.set(&self.object);
}
}
pub fn sorting_number(&self) -> i32 {
let mut score = 0;
if matches!(
self.item,
Item::Stairs | Item::Switch | Item::SwitchPressed | Item::SpikesDown | Item::SpikesUp
) {
score += 100000;
}
if self.held {
score -= 10000;
}
if matches!(self.item, Item::Hero) {
score -= 1000;
}
score -= self.y;
score
}
}
impl Map {
fn set_entity_start_location(
&mut self,
entity: EntityKey,
destination: Vector2D<Num<i32, 10>>,
) {
if let Some(entity) = self.map.get_mut(entity) {
entity.rendered_position = destination;
entity.start_position = destination;
}
}
fn set_entity_to_start_location(&mut self, entity: EntityKey) {
if let Some(entity) = self.map.get_mut(entity) {
entity.rendered_position = entity.start_position;
}
}
}
impl Deref for Map {
type Target = SecondaryMap<EntityKey, AnimationEntity>;
fn deref(&self) -> &Self::Target {
&self.map
}
}
impl DerefMut for Map {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.map
}
}
impl Animation {
pub fn populate(&mut self, instruction: AnimationInstruction, sfx: &mut Sfx) {
self.to_play.populate(instruction, &mut self.map, sfx);
}
pub fn increase_progress(&mut self, amount_by: Num<i32, 10>) {
self.time += amount_by;
if self.time >= 1.into() {
self.time = 1.into();
}
let ease_in = self.time;
let sub = self.time - 1;
let ease_out = -sub * sub + 1;
self.ease = ease_in * (Num::new(1) - self.time) + ease_out * self.time;
}
pub fn cache_render(
&self,
sprite_loader: &mut SpriteLoader,
animation_frame: usize,
) -> Vec<RenderCache> {
let mut cache = Vec::new();
for (_, entity) in self.map.iter() {
if let Some((attached, attach_progress)) = entity.attached {
let mut object = ObjectUnmanaged::new(
sprite_loader.get_vram_sprite(attached.tag().animation_sprite(animation_frame)),
);
let pos = (entity.rendered_position + attached_offset() * attach_progress).floor()
+ attached.map_entity_offset();
object.show().set_position(pos);
cache.push(RenderCache {
object,
y: pos.y,
held: true,
item: attached,
});
}
let sprite = if entity.entity == Item::Hero && entity.attached.is_some() {
HERO_CARRY.animation_sprite(animation_frame)
} else {
entity.entity.shadow_tag().animation_sprite(animation_frame)
};
let mut object = ObjectUnmanaged::new(sprite_loader.get_vram_sprite(sprite));
let position = entity.rendered_position.floor() + entity.entity.map_entity_offset();
object.show().set_position(position);
cache.push(RenderCache {
object,
y: position.y,
held: false,
item: entity.entity,
});
}
cache
}
pub fn update(&mut self, sfx: &mut Sfx) -> bool {
if !self.to_play.moves.is_empty()
|| !self.to_play.fakeout.is_empty()
|| !self.to_play.attach_progress.is_empty()
{
if self.time >= 1.into() {
// finalise animations
for m in self.to_play.moves.drain(0..) {
let entity = m.0;
let destination = m.1;
self.map.set_entity_start_location(entity, destination);
}
for m in self.to_play.fakeout.drain(0..) {
let entity = m.0;
self.map.set_entity_to_start_location(entity);
}
for m in self.to_play.attach_progress.drain(0..) {
if let Some(ease) = self
.map
.get_mut(m.0)
.and_then(|x| x.attached.as_mut())
.map(|x| &mut x.1)
{
*ease = 1.into();
}
}
} else {
// play moves and fakeouts
for m in self.to_play.moves.iter_mut() {
let entity = m.0;
let destination = m.1;
sfx.play_sound_effect(m.2.take());
if let Some(entity) = self.map.get_mut(entity) {
let location = entity.start_position * (Num::<i32, 10>::new(1) - self.ease)
+ destination * self.ease;
entity.rendered_position = location;
}
}
for m in self.to_play.fakeout.iter_mut() {
let entity = m.0;
let direction = m.1;
let direction = convert_to_real_space(direction.into());
sfx.play_sound_effect(m.2.take());
let go_to = direction / 2;
let start = (self.ease * 2 - 1).abs();
let end_multiplier = -start + 1;
if let Some(entity) = self.map.get_mut(entity) {
let location = entity.start_position + go_to * end_multiplier;
entity.rendered_position = location;
}
}
for m in self.to_play.attach_progress.iter_mut() {
sfx.play_sound_effect(m.1.take());
if let Some(ease) = self
.map
.get_mut(m.0)
.and_then(|x| x.attached.as_mut())
.map(|x| &mut x.1)
{
*ease = self.ease;
}
}
}
} else if !self.to_play.detatch.is_empty() {
self.time = 0.into();
for detatch in self.to_play.detatch.drain(0..) {
let entity = detatch.0;
let new_key = detatch.1;
sfx.play_sound_effect(detatch.2);
if let Some((entity, attached)) = self
.map
.get_mut(entity)
.and_then(|x| x.attached.take().map(|y| (x, y)))
{
let position = entity.start_position + attached_offset();
let destination_position = entity.start_position;
self.map.insert(
new_key,
AnimationEntity {
entity: attached.0,
start_position: position,
rendered_position: position,
attached: None,
},
);
self.to_play
.moves
.push(Move(new_key, destination_position, None));
}
}
} else if !self.to_play.attach.is_empty() {
self.time = 0.into();
for attach in self.to_play.attach.drain(0..) {
let entity_to_attach_to = attach.0;
let other = attach.1;
sfx.play_sound_effect(attach.3);
if let Some(entity) = self.map.get_mut(entity_to_attach_to) {
entity.attached = Some((other, 0.into()));
}
self.map.remove(attach.2);
self.to_play
.attach_progress
.push(AttachProgress(entity_to_attach_to, None));
}
} else if !self.to_play.change.is_empty() {
self.time = 0.into();
for change in self.to_play.change.drain(0..) {
let entity = change.0;
let item = change.1;
sfx.play_sound_effect(change.2);
if let Some(entity) = self.map.get_mut(entity) {
entity.entity = item;
}
}
} else if !self.to_play.die.is_empty() {
self.time = 0.into();
for death in self.to_play.die.drain(0..) {
sfx.play_sound_effect(death.1);
let to_die = death.0;
self.map.remove(to_die);
}
} else {
self.time = 0.into();
return true;
}
false
}
}
struct Move(EntityKey, Vector2D<Num<i32, 10>>, Option<SoundEffect>);
struct FakeOutMove(EntityKey, Direction, Option<SoundEffect>);
struct Detatch(EntityKey, EntityKey, Option<SoundEffect>);
struct Attach(EntityKey, Item, EntityKey, Option<SoundEffect>);
struct AttachProgress(EntityKey, Option<SoundEffect>);
struct Die(EntityKey, Option<SoundEffect>);
struct Change(EntityKey, Item, Option<SoundEffect>);
#[derive(Clone, Debug)]
pub enum AnimationInstruction {
Add(EntityKey, Item, Vector2D<i32>, Option<SoundEffect>),
Move(EntityKey, Vector2D<i32>, Option<SoundEffect>),
FakeOutMove(EntityKey, Direction, Option<SoundEffect>),
Detatch(EntityKey, EntityKey, Option<SoundEffect>),
Attach(EntityKey, EntityKey, Option<SoundEffect>),
Change(EntityKey, Item, Option<SoundEffect>),
PriorityChange(EntityKey, Item, Option<SoundEffect>),
Die(EntityKey, Option<SoundEffect>),
}

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#![deny(clippy::indexing_slicing)]
#![deny(clippy::panicking_unwrap)]
#![deny(clippy::panic_in_result_fn)]
use core::ops::Neg;
use agb::fixnum::Vector2D;
use alloc::{boxed::Box, vec::Vec};
use slotmap::{new_key_type, SlotMap};
use crate::{
level::{self},
map::{Map, MapElement},
sfx::SoundEffect,
};
use super::animation::AnimationInstruction;
new_key_type! { pub struct EntityKey; }
#[derive(Default)]
pub struct EntityMap {
map: SlotMap<EntityKey, Entity>,
}
#[derive(Clone, Copy, PartialEq, PartialOrd, Debug)]
pub enum Outcome {
Continue,
Loss,
Win,
}
impl EntityMap {
fn whats_at(&self, location: Vector2D<i32>) -> impl Iterator<Item = (EntityKey, &Entity)> {
self.map
.iter()
.filter(move |(_, entity)| entity.location == location)
}
// returns whether killing this is a loss
fn kill_entity(
&mut self,
entity: EntityKey,
animations: &mut Vec<AnimationInstruction>,
) -> bool {
if let Some((location, holding)) = self
.map
.get_mut(entity)
.and_then(|x| x.take_holding().map(|y| (x.location, y)))
{
let new_key = self.map.insert(Entity {
location,
entity: holding,
});
animations.push(AnimationInstruction::Detatch(
entity,
new_key,
self.map.get(new_key).and_then(|e| e.drop_effect()),
));
}
animations.push(AnimationInstruction::Die(
entity,
self.map.get(entity).and_then(|e| e.die_effect()),
));
if let Some(entity) = self.map.remove(entity) {
matches!(entity.entity, EntityType::Hero(_))
} else {
false
}
}
pub fn add(
&mut self,
entity: crate::level::Item,
location: Vector2D<i32>,
) -> AnimationInstruction {
let idx = self.map.insert(Entity {
location,
entity: entity.into(),
});
AnimationInstruction::Add(idx, entity, location, None)
}
pub fn tick(&mut self, map: &Map, hero: Action) -> (Outcome, Vec<AnimationInstruction>) {
let mut hero_has_died = false;
let mut win_has_triggered = false;
let mut animations = Vec::new();
let desired_actions: Vec<(EntityKey, Action)> = self
.map
.iter()
.map(|(key, entity)| (key, entity.desired_action(map, self, hero)))
.collect();
for (entity_key, action) in desired_actions {
if !self.map.contains_key(entity_key) {
continue;
}
match action {
Action::Nothing => {
// nothing does nothing and causes nothing to happen
}
Action::Direction(direction) | Action::ChangeDirection(direction) => {
if matches!(action, Action::ChangeDirection(_)) {
if let Some(change) = self
.map
.get_mut(entity_key)
.and_then(|e| e.change_direction())
{
animations.push(AnimationInstruction::PriorityChange(
entity_key,
change,
self.map.get(entity_key).and_then(|e| e.change_effect()),
));
}
}
let Some(entity) = &self.map.get(entity_key) else {
continue;
};
let desired_location = entity.location + direction.into();
let surface = map.get(desired_location);
if surface == MapElement::Wall {
let wall_resolution = resolve_wall_move(&entity.entity);
match wall_resolution {
WallResolution::StayPut => {
animations.push(AnimationInstruction::FakeOutMove(
entity_key,
direction,
entity.fake_out_wall_effect(),
));
}
}
} else {
// what is at that location
let resolutions: Vec<_> = self
.whats_at(desired_location)
.filter(|(k, _)| *k != entity_key)
.map(|(key, other_entity)| (key, resolve_move(entity, other_entity)))
.collect();
let mut can_move = true;
let mut explicit_stay_put = false;
let mut fake_out_effect = None;
for (other, resolution) in resolutions {
match resolution {
MoveAttemptResolution::KillDie => {
hero_has_died |= self.kill_entity(other, &mut animations);
hero_has_died |= self.kill_entity(entity_key, &mut animations);
can_move = false;
}
MoveAttemptResolution::Kill => {
hero_has_died |= self.kill_entity(other, &mut animations);
fake_out_effect = self
.map
.get(entity_key)
.and_then(|x| x.kill_sound_effect());
can_move = false;
}
MoveAttemptResolution::Die => {
hero_has_died |= self.kill_entity(entity_key, &mut animations);
can_move = false;
}
MoveAttemptResolution::CoExist => {}
MoveAttemptResolution::StayPut => {
can_move = false;
explicit_stay_put = true;
}
}
}
if can_move {
if let Some(e) = self.map.get_mut(entity_key) {
e.location = desired_location;
}
let Some(entity) = &self.map.get(entity_key) else {
continue;
};
animations.push(AnimationInstruction::Move(
entity_key,
desired_location,
entity.move_effect(),
));
let overlap_resolutions: Vec<_> = self
.whats_at(desired_location)
.filter(|(k, _)| *k != entity_key)
.map(|(key, other_entity)| {
(key, resolve_overlap(entity, other_entity))
})
.collect();
if overlap_resolutions
.iter()
.filter(|(_, r)| *r == OverlapResolution::Die)
.count()
!= 0
{
hero_has_died |= self.kill_entity(entity_key, &mut animations);
} else {
for (other, resolution) in overlap_resolutions {
match resolution {
OverlapResolution::Pickup => {
animations.push(AnimationInstruction::Attach(
entity_key,
other,
self.map
.get(other)
.and_then(|x| x.pickup_sound_effect()),
));
let other = self.map.remove(other).unwrap();
if let Some((location, dropped)) =
self.map.get_mut(entity_key).and_then(|x| {
x.pickup(other.entity).map(|y| (x.location, y))
})
{
let new_key = self.map.insert(Entity {
location,
entity: dropped,
});
animations.push(AnimationInstruction::Detatch(
entity_key,
new_key,
self.map
.get(new_key)
.and_then(|x| x.drop_effect()),
));
}
}
OverlapResolution::CoExist => {}
OverlapResolution::Win => {
win_has_triggered = true;
}
OverlapResolution::ToggleSystem(system) => {
for (k, e) in self.map.iter_mut() {
if let Some(change) = e.switch(system) {
animations.push(AnimationInstruction::Change(
k,
change,
e.change_effect(),
));
}
}
}
OverlapResolution::Die => {
// already handled
}
}
}
}
} else {
animations.push(AnimationInstruction::FakeOutMove(
entity_key,
direction,
if explicit_stay_put {
self.map
.get(entity_key)
.and_then(|e| e.fake_out_wall_effect())
} else {
fake_out_effect.or_else(|| {
self.map.get(entity_key).and_then(|e| e.fake_out_effect())
})
},
));
}
}
}
}
}
(
if hero_has_died {
Outcome::Loss
} else if win_has_triggered {
Outcome::Win
} else {
Outcome::Continue
},
animations,
)
}
}
enum MoveAttemptResolution {
Kill,
Die,
KillDie,
CoExist,
StayPut,
}
#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
pub struct SwitchSystem(usize);
#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
enum OverlapResolution {
Pickup,
CoExist,
Win,
ToggleSystem(SwitchSystem),
Die,
}
enum WallResolution {
StayPut,
}
fn resolve_spikes(switable: &Switchable) -> OverlapResolution {
if switable.active {
OverlapResolution::Die
} else {
OverlapResolution::CoExist
}
}
fn resolve_overlap(me: &Entity, other: &Entity) -> OverlapResolution {
match (&me.entity, &other.entity) {
(EntityType::Hero(_), EntityType::Stairs) => OverlapResolution::Win,
(_, EntityType::Item(_)) => OverlapResolution::Pickup,
(_, EntityType::Spikes(switch)) => resolve_spikes(switch),
(_, EntityType::Switch(switch)) => OverlapResolution::ToggleSystem(switch.system),
(_, EntityType::Enemy(_) | EntityType::Hero(_)) => OverlapResolution::Die,
_ => OverlapResolution::CoExist,
}
}
fn resolve_wall_move(_entity: &EntityType) -> WallResolution {
WallResolution::StayPut
}
fn holding_attack_resolve(holding: Option<&EntityType>) -> MoveAttemptResolution {
match holding {
Some(&EntityType::Item(Item::Sword)) => MoveAttemptResolution::Kill,
_ => MoveAttemptResolution::CoExist,
}
}
fn squid_holding_attack_resolve(me: &Squid, other: &Entity) -> MoveAttemptResolution {
match (me.holding.as_deref(), &other.entity, other.holding()) {
(
Some(&EntityType::Item(Item::Sword)),
EntityType::Enemy(Enemy::Squid(squid)),
Some(&EntityType::Item(Item::Sword)),
) => {
if squid.direction == -me.direction {
MoveAttemptResolution::KillDie
} else {
MoveAttemptResolution::Kill
}
}
(Some(&EntityType::Item(Item::Sword)), EntityType::Enemy(_), None) => {
MoveAttemptResolution::Kill
}
(_, EntityType::Enemy(Enemy::Squid(squid)), Some(&EntityType::Item(Item::Sword))) => {
if squid.direction == -me.direction {
MoveAttemptResolution::Die
} else {
MoveAttemptResolution::StayPut
}
}
(_, EntityType::Enemy(_), _) => MoveAttemptResolution::StayPut,
(_, EntityType::Hero(_), _) => MoveAttemptResolution::Kill,
_ => MoveAttemptResolution::CoExist,
}
}
fn holding_door_resolve(holding: Option<&EntityType>) -> MoveAttemptResolution {
match holding {
Some(&EntityType::Item(Item::Key)) => MoveAttemptResolution::Kill,
_ => MoveAttemptResolution::StayPut,
}
}
fn switch_door_resolve(door: &Switchable) -> MoveAttemptResolution {
if door.active {
MoveAttemptResolution::CoExist
} else {
MoveAttemptResolution::StayPut
}
}
fn resolve_move(mover: &Entity, into: &Entity) -> MoveAttemptResolution {
match (&mover.entity, &into.entity) {
(EntityType::Hero(hero), EntityType::Hero(_) | EntityType::Enemy(_)) => {
holding_attack_resolve(hero.holding.as_deref())
}
(EntityType::Hero(hero), EntityType::Door) => holding_door_resolve(hero.holding.as_deref()),
(EntityType::Enemy(Enemy::Squid(squid)), EntityType::Hero(_) | EntityType::Enemy(_)) => {
squid_holding_attack_resolve(squid, into)
}
(EntityType::Enemy(_), EntityType::Hero(_) | EntityType::Enemy(_)) => {
MoveAttemptResolution::Kill
}
(_, EntityType::SwitchedDoor(door)) => switch_door_resolve(door),
(EntityType::Enemy(Enemy::Squid(squid)), EntityType::Door) => {
holding_door_resolve(squid.holding.as_deref())
}
(_, EntityType::Door) => MoveAttemptResolution::StayPut,
(_, _) => MoveAttemptResolution::CoExist,
}
}
#[derive(Debug)]
pub struct Hero {
holding: Option<Box<EntityType>>,
}
pub struct Entity {
location: Vector2D<i32>,
entity: EntityType,
}
#[derive(Debug)]
pub struct Switchable {
system: SwitchSystem,
active: bool,
}
#[derive(Debug)]
pub enum EntityType {
Hero(Hero),
Item(Item),
Enemy(Enemy),
Stairs,
Door,
SwitchedDoor(Switchable),
Switch(Switchable),
Spikes(Switchable),
}
#[derive(Debug)]
pub struct Squid {
direction: Direction,
holding: Option<Box<EntityType>>,
}
#[derive(Debug)]
pub enum Enemy {
Slime,
Squid(Squid),
}
#[derive(Debug)]
pub enum Item {
Sword,
Key,
}
#[derive(PartialEq, Eq, Clone, Copy, Debug)]
pub enum Direction {
Up,
Down,
Left,
Right,
}
impl Neg for Direction {
type Output = Direction;
fn neg(self) -> Self::Output {
match self {
Direction::Up => Direction::Down,
Direction::Down => Direction::Up,
Direction::Left => Direction::Right,
Direction::Right => Direction::Left,
}
}
}
impl From<Direction> for Vector2D<i32> {
fn from(val: Direction) -> Self {
(&val).into()
}
}
impl From<&Direction> for Vector2D<i32> {
fn from(val: &Direction) -> Self {
match val {
Direction::Up => (0, -1),
Direction::Down => (0, 1),
Direction::Left => (-1, 0),
Direction::Right => (1, 0),
}
.into()
}
}
#[derive(PartialEq, Eq, Clone, Copy, Debug)]
pub enum Action {
Nothing,
Direction(Direction),
ChangeDirection(Direction),
}
impl Entity {
fn desired_action(&self, walls: &Map, entities: &EntityMap, hero_action: Action) -> Action {
match &self.entity {
EntityType::Hero(_) => hero_action,
EntityType::Enemy(Enemy::Squid(squid)) => {
let desired_location = self.location + squid.direction.into();
let wall = walls.get(desired_location);
if matches!(wall, MapElement::Wall) {
Action::ChangeDirection(-squid.direction)
} else {
let can_move = entities
.whats_at(desired_location)
.map(|(_, other_entity)| resolve_move(self, other_entity))
.filter(|resolution| matches!(resolution, MoveAttemptResolution::StayPut))
.count()
== 0;
if can_move {
Action::Direction(squid.direction)
} else {
Action::ChangeDirection(-squid.direction)
}
}
}
_ => Action::Nothing,
}
}
fn pickup(&mut self, item: EntityType) -> Option<EntityType> {
let holding = match &mut self.entity {
EntityType::Hero(hero) => &mut hero.holding,
EntityType::Enemy(Enemy::Squid(squid)) => &mut squid.holding,
_ => panic!("this entity can't pick up things"),
};
let existing = core::mem::replace(holding, Some(Box::new(item)));
existing.map(|x| *x)
}
fn take_holding(&mut self) -> Option<EntityType> {
match &mut self.entity {
EntityType::Hero(hero) => hero.holding.take().map(|x| *x),
EntityType::Enemy(Enemy::Squid(squid)) => squid.holding.take().map(|x| *x),
_ => None,
}
}
fn holding(&self) -> Option<&EntityType> {
match &self.entity {
EntityType::Hero(hero) => hero.holding.as_deref(),
EntityType::Enemy(Enemy::Squid(squid)) => squid.holding.as_deref(),
_ => None,
}
}
fn die_effect(&self) -> Option<SoundEffect> {
match &self.entity {
EntityType::Hero(_) => Some(SoundEffect::HeroDie),
EntityType::Door => Some(SoundEffect::DoorOpen),
EntityType::Enemy(Enemy::Slime) => Some(SoundEffect::SlimeDie),
EntityType::Enemy(Enemy::Squid(_)) => Some(SoundEffect::SquidDie),
_ => None,
}
}
fn drop_effect(&self) -> Option<SoundEffect> {
match &self.entity {
EntityType::Item(Item::Key) => Some(SoundEffect::KeyDrop),
EntityType::Item(Item::Sword) => Some(SoundEffect::SwordDrop),
_ => None,
}
}
fn move_effect(&self) -> Option<SoundEffect> {
None
}
fn kill_sound_effect(&self) -> Option<SoundEffect> {
match self.holding() {
Some(EntityType::Item(Item::Sword)) => Some(SoundEffect::SwordKill),
_ => None,
}
}
fn change_effect(&self) -> Option<SoundEffect> {
match &self.entity {
EntityType::Switch(_) => Some(SoundEffect::SwitchToggle),
EntityType::SwitchedDoor(_) => Some(SoundEffect::SwitchedDoorToggle),
EntityType::Spikes(_) => Some(SoundEffect::SpikesToggle),
_ => None,
}
}
fn fake_out_wall_effect(&self) -> Option<SoundEffect> {
match &self.entity {
EntityType::Hero(_) => Some(SoundEffect::WallHit),
_ => None,
}
}
fn pickup_sound_effect(&self) -> Option<SoundEffect> {
match &self.entity {
EntityType::Item(Item::Key) => Some(SoundEffect::KeyPickup),
EntityType::Item(Item::Sword) => Some(SoundEffect::SwordPickup),
_ => None,
}
}
fn fake_out_effect(&self) -> Option<SoundEffect> {
None
}
fn change_direction(&mut self) -> Option<level::Item> {
match &mut self.entity {
EntityType::Enemy(Enemy::Squid(squid)) => {
squid.direction = -squid.direction;
if squid.direction == Direction::Up {
Some(level::Item::SquidUp)
} else {
Some(level::Item::SquidDown)
}
}
_ => None,
}
}
fn switch(&mut self, system: SwitchSystem) -> Option<level::Item> {
if let EntityType::SwitchedDoor(door) = &mut self.entity {
if door.system == system {
door.active = !door.active;
return Some(if door.active {
level::Item::SwitchedOpenDoor
} else {
level::Item::SwitchedClosedDoor
});
}
}
if let EntityType::Switch(switch) = &mut self.entity {
if switch.system == system {
switch.active = !switch.active;
return Some(if switch.active {
level::Item::SwitchPressed
} else {
level::Item::Switch
});
}
}
if let EntityType::Spikes(switch) = &mut self.entity {
if switch.system == system {
switch.active = !switch.active;
return Some(if switch.active {
level::Item::SpikesUp
} else {
level::Item::SpikesDown
});
}
}
None
}
}
impl From<level::Entity> for Entity {
fn from(value: level::Entity) -> Self {
Entity {
location: value.1,
entity: value.0.into(),
}
}
}
impl From<level::Item> for EntityType {
fn from(value: level::Item) -> Self {
match value {
level::Item::Hero => EntityType::Hero(Hero { holding: None }),
level::Item::Slime => EntityType::Enemy(Enemy::Slime),
level::Item::Stairs => EntityType::Stairs,
level::Item::Sword => EntityType::Item(Item::Sword),
level::Item::Door => EntityType::Door,
level::Item::Key => EntityType::Item(Item::Key),
level::Item::SwitchedOpenDoor => EntityType::SwitchedDoor(Switchable {
system: SwitchSystem(0),
active: true,
}),
level::Item::SwitchedClosedDoor => EntityType::SwitchedDoor(Switchable {
system: SwitchSystem(0),
active: false,
}),
level::Item::Switch => EntityType::Switch(Switchable {
system: SwitchSystem(0),
active: false,
}),
level::Item::SwitchPressed => EntityType::Switch(Switchable {
system: SwitchSystem(0),
active: true,
}),
level::Item::SpikesUp => EntityType::Spikes(Switchable {
system: SwitchSystem(0),
active: true,
}),
level::Item::SpikesDown => EntityType::Spikes(Switchable {
system: SwitchSystem(0),
active: false,
}),
level::Item::SquidUp => EntityType::Enemy(Enemy::Squid(Squid {
direction: Direction::Up,
holding: None,
})),
level::Item::SquidDown => EntityType::Enemy(Enemy::Squid(Squid {
direction: Direction::Down,
holding: None,
})),
}
}
}

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use agb::{display::object::Tag, fixnum::Vector2D};
use crate::{game::Direction, map::Map, resources};
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Item {
Sword,
Slime,
Hero,
Stairs,
Door,
Key,
SwitchedOpenDoor,
SwitchedClosedDoor,
Switch,
SwitchPressed,
SpikesUp,
SpikesDown,
SquidUp,
SquidDown,
}
impl Item {
pub fn shadow_tag(&self) -> &'static Tag {
match self {
Item::Sword => resources::SWORD_SHADOW,
Item::Slime => resources::SLIME_SHADOW,
Item::Hero => resources::HERO,
Item::Stairs => resources::STAIRS,
Item::Door => resources::DOOR,
Item::Key => resources::KEY_SHADOW,
Item::SwitchedOpenDoor => resources::SWITCHED_DOOR_OPEN,
Item::SwitchedClosedDoor => resources::SWITCHED_DOOR_CLOSED,
Item::Switch => resources::BUTTON_OFF,
Item::SwitchPressed => resources::BUTTON_ON,
Item::SpikesUp => resources::SPIKES_ON,
Item::SpikesDown => resources::SPIKES_OFF,
Item::SquidUp => resources::SQUID_UP_SHADOW,
Item::SquidDown => resources::SQUID_DOWN_SHADOW,
}
}
pub fn tag(&self) -> &'static Tag {
match self {
Item::Sword => resources::SWORD,
Item::Slime => resources::SLIME,
Item::Hero => resources::HERO,
Item::Stairs => resources::STAIRS,
Item::Door => resources::DOOR,
Item::Key => resources::KEY,
Item::SwitchedOpenDoor => resources::SWITCHED_DOOR_OPEN,
Item::SwitchedClosedDoor => resources::SWITCHED_DOOR_CLOSED,
Item::Switch => resources::BUTTON_OFF,
Item::SwitchPressed => resources::BUTTON_ON,
Item::SpikesUp => resources::SPIKES_ON,
Item::SpikesDown => resources::SPIKES_OFF,
Item::SquidUp => resources::SQUID_UP,
Item::SquidDown => resources::SQUID_DOWN,
}
}
pub fn map_entity_offset(&self) -> Vector2D<i32> {
const STANDARD: Vector2D<i32> = Vector2D::new(0, -3);
const ZERO: Vector2D<i32> = Vector2D::new(0, 0);
match self {
Item::Sword => STANDARD,
Item::Slime => STANDARD,
Item::Hero => STANDARD,
Item::Stairs => ZERO,
Item::Door => ZERO,
Item::Key => STANDARD,
Item::SwitchedOpenDoor => ZERO,
Item::SwitchedClosedDoor => ZERO,
Item::Switch => ZERO,
Item::SwitchPressed => ZERO,
Item::SpikesUp => ZERO,
Item::SpikesDown => ZERO,
Item::SquidUp => STANDARD,
Item::SquidDown => STANDARD,
}
}
}
pub struct Entity(pub Item, pub Vector2D<i32>);
pub struct Level {
pub map: Map<'static>,
pub entities: &'static [Entity],
pub directions: &'static [Direction],
pub items: &'static [Item],
pub name: &'static str,
}
impl Level {
const fn new(
map: Map<'static>,
entities: &'static [Entity],
directions: &'static [Direction],
items: &'static [Item],
name: &'static str,
) -> Self {
Self {
map,
entities,
directions,
items,
name,
}
}
pub const fn get_level(level_number: usize) -> &'static Level {
&levels::LEVELS[level_number]
}
pub const fn num_levels() -> usize {
levels::LEVELS.len()
}
}
mod levels {
use super::*;
use agb::fixnum::Vector2D;
include!(concat!(env!("OUT_DIR"), "/levels.rs"));
}

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@ -0,0 +1,186 @@
#![no_std]
#![no_main]
#![cfg_attr(test, feature(custom_test_frameworks))]
#![cfg_attr(test, reexport_test_harness_main = "test_main")]
#![cfg_attr(test, test_runner(agb::test_runner::test_runner))]
use agb::{
display::{
object::{OamIterator, OamUnmanaged, SpriteLoader},
tiled::{RegularBackgroundSize, TileFormat, TiledMap, VRamManager},
Priority,
},
input::{Button, ButtonController},
interrupt::VBlank,
sound::mixer::Frequency,
};
use game::{Pausable, PauseSelection};
use sfx::Sfx;
extern crate alloc;
mod backgrounds;
mod level;
mod map;
mod resources;
mod sfx;
mod game;
mod save;
struct Agb<'gba> {
vblank: VBlank,
input: ButtonController,
loader: SpriteLoader,
sfx: Sfx<'gba>,
vram: VRamManager,
oam: OamUnmanaged<'gba>,
}
impl<'gba> Agb<'gba> {
fn frame<D, U, T, F>(&mut self, data: &mut D, update: U, render: F) -> T
where
U: FnOnce(
&mut D,
&ButtonController,
&mut SpriteLoader,
&mut Sfx<'gba>,
&mut VRamManager,
) -> T,
F: FnOnce(&D, &mut OamIterator, &mut SpriteLoader),
{
self.vblank.wait_for_vblank();
self.input.update();
{
render(data, &mut self.oam.iter(), &mut self.loader);
}
self.sfx.frame();
update(
data,
&self.input,
&mut self.loader,
&mut self.sfx,
&mut self.vram,
)
}
}
pub fn entry(mut gba: agb::Gba) -> ! {
let vblank = VBlank::get();
let _ = save::init_save(&mut gba);
let (tiled, mut vram) = gba.display.video.tiled0();
let mut ui_bg = tiled.background(
Priority::P0,
RegularBackgroundSize::Background32x32,
TileFormat::FourBpp,
);
let mut level_bg = tiled.background(
Priority::P1,
RegularBackgroundSize::Background32x32,
TileFormat::FourBpp,
);
let mut ending_bg = tiled.background(
Priority::P0,
RegularBackgroundSize::Background32x32,
TileFormat::FourBpp,
);
backgrounds::load_ending_page(&mut ending_bg, &mut vram);
ending_bg.commit(&mut vram);
backgrounds::load_palettes(&mut vram);
backgrounds::load_ui(&mut ui_bg, &mut vram);
ui_bg.commit(&mut vram);
ui_bg.show();
let (unmanaged, sprite_loader) = gba.display.object.get_unmanaged();
let mut input = agb::input::ButtonController::new();
input.update();
if input.is_pressed(Button::START | Button::SELECT | Button::L | Button::R) {
let _ = save::save_max_level(&mut gba.save, 0);
}
let mut mixer = gba.mixer.mixer(Frequency::Hz18157);
let sfx = Sfx::new(&mut mixer);
let mut g = Agb {
vblank,
input,
loader: sprite_loader,
sfx,
vram,
oam: unmanaged,
};
let mut current_level = 0;
let mut maximum_level = save::load_max_level() as usize;
loop {
if current_level >= level::Level::num_levels() {
current_level = 0;
ui_bg.hide();
level_bg.hide();
ending_bg.show();
loop {
if g.frame(
&mut (),
|_, input, _, _, _| input.is_just_pressed(Button::SELECT),
|_, _, _| {},
) {
break;
}
}
ui_bg.show();
ending_bg.hide();
} else {
if current_level > maximum_level {
maximum_level = current_level;
let _ = save::save_max_level(&mut gba.save, maximum_level as u32);
}
let mut game = g.frame(
&mut (),
|_, _, loader, _, _| {
Pausable::new(current_level, maximum_level, &mut level_bg, loader)
},
|_, _, _| {},
);
loop {
if let Some(option) = g.frame(
&mut game,
|game, input, loader, sfx, vram| game.update(input, sfx, loader, vram),
|game, oam, loader| game.render(loader, oam),
) {
match option {
game::UpdateResult::MenuSelection(PauseSelection::Restart) => break,
game::UpdateResult::MenuSelection(PauseSelection::LevelSelect(level)) => {
current_level = level;
break;
}
game::UpdateResult::NextLevel => {
current_level += 1;
break;
}
}
}
}
}
}
}
#[cfg(test)]
#[agb::entry]
fn agb_test_main(gba: agb::Gba) -> ! {
loop {
// full implementation provided by the #[entry]
agb::syscall::halt();
}
}

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@ -0,0 +1,10 @@
#![no_std]
#![no_main]
#![cfg_attr(test, feature(custom_test_frameworks))]
#![cfg_attr(test, reexport_test_harness_main = "test_main")]
#![cfg_attr(test, test_runner(agb::test_runner::test_runner))]
#[agb::entry]
fn main(gba: agb::Gba) -> ! {
the_dungeon_puzzlers_lament::entry(gba);
}

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use core::ops::Index;
use agb::fixnum::Vector2D;
#[derive(Debug)]
pub struct Map<'map> {
width: usize,
height: usize,
data: &'map [u8],
}
impl<'map> Map<'map> {
pub const fn new(width: usize, height: usize, data: &'map [u8]) -> Self {
assert!((width * height + 7) / 8 == data.len());
Self {
width,
height,
data,
}
}
pub const fn get(&self, index: Vector2D<i32>) -> MapElement {
let (x, y) = (index.x, index.y);
if x > self.width as i32 || y > self.height as i32 {
MapElement::Wall
} else {
let position = x as usize + y as usize * self.width;
let index = position / 8;
let bit = position % 8;
if (self.data[index] & (1 << bit)) != 0 {
MapElement::Wall
} else {
MapElement::Floor
}
}
}
}
impl Index<(i32, i32)> for Map<'_> {
type Output = MapElement;
fn index(&self, index: (i32, i32)) -> &Self::Output {
&self[Into::<Vector2D<i32>>::into(index)]
}
}
impl Index<Vector2D<i32>> for Map<'_> {
type Output = MapElement;
fn index(&self, index: Vector2D<i32>) -> &Self::Output {
const WALL: MapElement = MapElement::Wall;
const FLOOR: MapElement = MapElement::Floor;
match self.get(index) {
MapElement::Wall => &WALL,
MapElement::Floor => &FLOOR,
}
}
}
#[derive(Default, PartialEq, Eq, Debug, Clone, Copy)]
pub enum MapElement {
#[default]
Wall,
Floor,
}
#[cfg(test)]
mod tests {
use super::*;
#[test_case]
fn check_default_is_correct(_: &mut agb::Gba) {
let map = Map {
width: 0,
height: 0,
data: &[],
};
assert_eq!(map[(-1, -1)], MapElement::Wall);
}
}

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@ -0,0 +1,55 @@
use agb::{
display::{object::Graphics, Font},
include_aseprite, include_font,
};
const SPRITES: &Graphics = include_aseprite!(
"gfx/sprites16x16.aseprite",
"gfx/sprites8x8.aseprite",
"gfx/countdown.aseprite"
);
macro_rules! named_tag {
(
$sprites:ident, [
$($name:tt),+ $(,)?
] $(,)?
) => {
$(
pub const $name: &agb::display::object::Tag = $sprites.tags().get(stringify!($name));
)+
};
}
named_tag!(
SPRITES,
[
SWORD,
SWORD_SHADOW,
SLIME,
SLIME_SHADOW,
STAIRS,
HERO,
HERO_CARRY,
ARROW_LEFT,
ARROW_RIGHT,
ARROW_UP,
ARROW_DOWN,
CURSOR,
KEY,
KEY_SHADOW,
DOOR,
SWITCHED_DOOR_CLOSED,
SWITCHED_DOOR_OPEN,
SPIKES_ON,
SPIKES_OFF,
BUTTON_ON,
BUTTON_OFF,
SQUID_UP,
SQUID_DOWN,
SQUID_UP_SHADOW,
SQUID_DOWN_SHADOW,
]
);
pub const FONT: Font = include_font!("fnt/yoster.ttf", 12);

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use agb::{
save::{Error, SaveManager},
sync::Static,
Gba,
};
static MAXIMUM_LEVEL: Static<u32> = Static::new(0);
pub fn init_save(gba: &mut Gba) -> Result<(), Error> {
gba.save.init_sram();
let mut access = gba.save.access()?;
let mut buffer = [0; 1];
access.read(0, &mut buffer)?;
if buffer[0] != 0 {
access.prepare_write(0..1)?.write(0, &[0])?;
core::mem::drop(access);
save_max_level(&mut gba.save, 0)?;
} else {
let mut buffer = [0; 4];
access.read(1, &mut buffer)?;
let max_level = u32::from_le_bytes(buffer);
if max_level > 100 {
MAXIMUM_LEVEL.write(0)
} else {
MAXIMUM_LEVEL.write(max_level)
}
}
Ok(())
}
pub fn load_max_level() -> u32 {
MAXIMUM_LEVEL.read()
}
pub fn save_max_level(save: &mut SaveManager, level: u32) -> Result<(), Error> {
save.access()?
.prepare_write(1..5)?
.write(1, &level.to_le_bytes())?;
MAXIMUM_LEVEL.write(level);
Ok(())
}

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use agb::{
include_wav,
sound::mixer::{Mixer, SoundChannel},
};
const BGM: &[u8] = include_wav!("sfx/bgm.wav");
const BAD_SELECTION: &[u8] = include_wav!("sfx/bad.wav");
const SELECT: &[u8] = include_wav!("sfx/select.wav");
const PLACE: &[u8] = include_wav!("sfx/place.wav");
const SLIME_DEATH: &[u8] = include_wav!("sfx/slime_death.wav");
const SWORD_PICKUP: &[u8] = include_wav!("sfx/sword_pickup.wav");
const WALL_HIT: &[u8] = include_wav!("sfx/wall_hit.wav");
const DOOR_OPEN: &[u8] = include_wav!("sfx/door_open.wav");
const SWICTH_TOGGLES: &[&[u8]] = &[include_wav!("sfx/switch_toggle1.wav")];
pub struct Sfx<'a> {
mixer: &'a mut Mixer<'a>,
}
impl<'a> Sfx<'a> {
pub fn new(mixer: &'a mut Mixer<'a>) -> Self {
let mut bgm_channel = SoundChannel::new_high_priority(BGM);
bgm_channel.stereo().should_loop();
mixer.play_sound(bgm_channel);
mixer.enable();
Self { mixer }
}
pub fn frame(&mut self) {
self.mixer.frame();
}
pub fn bad_selection(&mut self) {
self.mixer.play_sound(SoundChannel::new(BAD_SELECTION));
}
pub fn select(&mut self) {
self.mixer.play_sound(SoundChannel::new(SELECT));
}
pub fn place(&mut self) {
self.mixer.play_sound(SoundChannel::new(PLACE));
}
pub fn play_sound_effect(&mut self, effect: Option<SoundEffect>) {
if let Some(effect) = effect {
match effect {
SoundEffect::WallHit => {
self.mixer.play_sound(SoundChannel::new(WALL_HIT));
}
SoundEffect::SlimeDie => {
self.mixer.play_sound(SoundChannel::new(SLIME_DEATH));
}
SoundEffect::HeroDie => {}
SoundEffect::SquidDie => {}
SoundEffect::SwordPickup => {
self.mixer.play_sound(SoundChannel::new(SWORD_PICKUP));
}
SoundEffect::SwordKill => {}
SoundEffect::KeyPickup => {}
SoundEffect::DoorOpen => {
self.mixer.play_sound(SoundChannel::new(DOOR_OPEN));
}
SoundEffect::SwitchToggle => {
self.mixer.play_sound(SoundChannel::new(SWICTH_TOGGLES[0]));
}
SoundEffect::KeyDrop => {}
SoundEffect::SwordDrop => {}
SoundEffect::SwitchedDoorToggle => {}
SoundEffect::SpikesToggle => {}
}
}
}
}
#[derive(Clone, Copy, PartialEq, Eq, Debug, Hash)]
pub enum SoundEffect {
SlimeDie,
HeroDie,
SquidDie,
SwordPickup,
SwordKill,
KeyPickup,
DoorOpen,
SwitchToggle,
KeyDrop,
SwordDrop,
SwitchedDoorToggle,
SpikesToggle,
WallHit,
}

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@ -1,2 +0,0 @@
/target
/joinedtogether.*

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@ -1,11 +0,0 @@
{
"files.associations": {
"*.tsx": "xml",
"*.tmx": "xml"
},
"rust-analyzer.checkOnSave.allTargets": false,
"rust-analyzer.checkOnSave.extraArgs": [
"--target",
"thumbv4t-none-eabi"
]
}

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@ -1,373 +0,0 @@
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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@ -1,18 +0,0 @@
# 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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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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@ -73,6 +73,7 @@ build-roms:
just _build-rom "examples/the-purple-night" "PURPLENIGHT" just _build-rom "examples/the-purple-night" "PURPLENIGHT"
just _build-rom "examples/the-hat-chooses-the-wizard" "HATWIZARD" just _build-rom "examples/the-hat-chooses-the-wizard" "HATWIZARD"
just _build-rom "examples/hyperspace-roll" "HYPERSPACE" just _build-rom "examples/hyperspace-roll" "HYPERSPACE"
just _build-rom "examples/the-dungeon-puzzlers-lament" "DUNGLAMENT"
just _build-rom "examples/amplitude" "AMPLITUDE" just _build-rom "examples/amplitude" "AMPLITUDE"
just _build-rom "examples/combo" "AGBGAMES" just _build-rom "examples/combo" "AGBGAMES"