diff --git a/agb/src/display/background.rs b/agb/src/display/background.rs index f786b9ce..0eed5d3a 100644 --- a/agb/src/display/background.rs +++ b/agb/src/display/background.rs @@ -482,7 +482,12 @@ impl<'a> InfiniteScrolledMap<'a> { } } - pub fn init(&mut self, vram: &mut VRamManager, pos: Vector2D, between_updates: impl Fn()) { + pub fn init( + &mut self, + vram: &mut VRamManager, + pos: Vector2D, + between_updates: &mut impl FnMut(), + ) { while self.init_partial(vram, pos) != PartialUpdateStatus::Done { between_updates(); } diff --git a/examples/the-purple-night/src/main.rs b/examples/the-purple-night/src/main.rs index 64e2c1a8..661eaf6d 100644 --- a/examples/the-purple-night/src/main.rs +++ b/examples/the-purple-night/src/main.rs @@ -20,8 +20,10 @@ use agb::{ }, fixnum::{FixedNum, Rect, Vector2D}, input::{Button, ButtonController, Tri}, + interrupt::VBlank, }; use generational_arena::Arena; +use sfx::Sfx; agb::include_gfx!("gfx/objects.toml"); agb::include_gfx!("gfx/background.toml"); @@ -43,11 +45,21 @@ impl<'a> Level<'a> { mut backdrop: InfiniteScrolledMap<'a>, mut foreground: InfiniteScrolledMap<'a>, mut clouds: InfiniteScrolledMap<'a>, + start_pos: Vector2D, vram: &mut VRamManager, + sfx: &mut Sfx, ) -> Self { - backdrop.init(vram, (8, 8).into(), || {}); - foreground.init(vram, (8, 8).into(), || {}); - clouds.init(vram, (2, 2).into(), || {}); + let vblank = VBlank::get(); + + let mut between_updates = || { + sfx.frame(); + vblank.wait_for_vblank(); + sfx.after_vblank(); + }; + + backdrop.init(vram, start_pos, &mut between_updates); + foreground.init(vram, start_pos, &mut between_updates); + clouds.init(vram, start_pos / 4, &mut between_updates); backdrop.commit(); foreground.commit(); @@ -105,6 +117,12 @@ impl<'a> Level<'a> { None } } + + fn clear(&mut self, vram: &mut VRamManager) { + self.background.clear(vram); + self.foreground.clear(vram); + self.clouds.clear(vram); + } } struct Entity<'a> { @@ -1802,6 +1820,10 @@ impl<'a> Game<'a> { } } + fn clear(&mut self, vram: &mut VRamManager) { + self.level.clear(vram); + } + fn advance_frame( &mut self, object_controller: &'a ObjectControl, @@ -1954,9 +1976,6 @@ impl<'a> Game<'a> { self.level.background.set_pos(vram, background_offset); self.level.foreground.set_pos(vram, background_offset); self.level.clouds.set_pos(vram, background_offset / 4); - self.level.background.commit(); - self.level.foreground.commit(); - self.level.clouds.commit(); for i in remove { self.enemies.remove(i); @@ -2001,6 +2020,10 @@ impl<'a> Game<'a> { .commit_with_fudge(this_frame_offset, (0, 0).into()); } + self.level.background.commit(); + self.level.foreground.commit(); + self.level.clouds.commit(); + for i in remove { self.particles.remove(i); } @@ -2135,7 +2158,7 @@ fn game_with_level(gba: &mut agb::Gba) { let mut sfx = sfx::Sfx::new(&mut mixer); sfx.purple_night(); - let mut start_at_boss = false; + let mut start_at_boss = true; loop { let (background, mut vram) = gba.display.video.tiled0(); @@ -2192,9 +2215,15 @@ fn game_with_level(gba: &mut agb::Gba) { }), ); + let start_pos = if start_at_boss { + (130 * 8, 8).into() + } else { + (8, 8).into() + }; + let mut game = Game::new( &object, - Level::load_level(backdrop, foreground, clouds, &mut vram), + Level::load_level(backdrop, foreground, clouds, start_pos, &mut vram, &mut sfx), start_at_boss, ); @@ -2213,7 +2242,9 @@ fn game_with_level(gba: &mut agb::Gba) { } get_random(); // advance RNG to make it less predictable between runs - } + }; + + game.clear(&mut vram); } }