use agb::{ display::{ object::{Object, ObjectController}, tiled::{RegularMap, TiledMap}, HEIGHT, WIDTH, }, input::{Button, Tri}, }; use alloc::vec::Vec; use crate::{ background::load_description, graphics::{FACE_SPRITES, MODIFIED_BOX, SELECTED_BOX, SELECT_BOX}, Agb, Die, Face, PlayerDice, }; enum CustomiseState { Dice, Face, Upgrade, } #[derive(Clone, Copy, Debug, Eq, PartialEq)] struct Cursor { dice: usize, face: usize, upgrade: usize, } fn net_position_for_index(idx: usize) -> (u32, u32) { if idx == 4 { (1, 0) } else if idx == 5 { (1, 2) } else { (idx as u32, 1) } } fn screen_position_for_index(idx: usize) -> (u32, u32) { let (x, y) = net_position_for_index(idx); (x * 32 + 20, y * 32 + HEIGHT as u32 - 3 * 32) } fn move_net_position_lr(idx: usize, direction: Tri) -> usize { match direction { Tri::Zero => idx, Tri::Positive => { if idx >= 4 { 2 } else { (idx + 1) % 3 } } Tri::Negative => { if idx >= 4 { 0 } else { idx.checked_sub(1).unwrap_or(2) } } } } fn move_net_position_ud(idx: usize, direction: Tri) -> usize { match direction { Tri::Zero => idx, Tri::Negative => { if idx < 4 { 4 } else if idx == 4 { 5 } else if idx == 5 { 1 } else { unreachable!() } } Tri::Positive => { if idx < 4 { 5 } else if idx == 4 { 1 } else if idx == 5 { 4 } else { unreachable!() } } } } fn create_dice_display<'a>(gfx: &'a ObjectController, dice: &'_ PlayerDice) -> Vec> { let mut objects = Vec::new(); for (idx, dice) in dice.dice.iter().enumerate() { let mut obj = gfx.object(gfx.sprite(FACE_SPRITES.sprite_for_face(dice.faces[1]))); obj.set_x((idx as i32 * 32 - 24 / 2 + 20) as u16); obj.set_y(16 - 24 / 2); obj.show(); objects.push(obj); } objects } fn create_net<'a>(gfx: &'a ObjectController, die: &'_ Die, modified: &[usize]) -> Vec> { let mut objects = Vec::new(); for (idx, &face) in die.faces.iter().enumerate() { let mut obj = gfx.object(gfx.sprite(FACE_SPRITES.sprite_for_face(face))); let (x, y) = screen_position_for_index(idx); obj.set_x((x - 24 / 2) as u16); obj.set_y((y - 24 / 2) as u16); obj.show(); objects.push(obj); } for &m in modified.iter().chain(core::iter::once(&3)) { let mut obj = gfx.object(gfx.sprite(MODIFIED_BOX)); let (x, y) = screen_position_for_index(m); obj.set_x((x - 32 / 2) as u16); obj.set_y((y - 32 / 2) as u16); obj.show(); objects.push(obj); } objects } fn upgrade_position(idx: usize) -> (u32, u32) { ( (WIDTH - 80) as u32, (idx * 32 + HEIGHT as usize - 3 * 32) as u32, ) } fn create_upgrade_objects<'a>(gfx: &'a ObjectController, upgrades: &[Face]) -> Vec> { let mut objects = Vec::new(); for (idx, &upgrade) in upgrades.iter().enumerate() { let mut obj = gfx.object(gfx.sprite(FACE_SPRITES.sprite_for_face(upgrade))); let (x, y) = upgrade_position(idx); obj.set_x((x - 24 / 2) as u16); obj.set_y((y - 24 / 2) as u16); obj.show(); objects.push(obj); } objects } pub(crate) fn customise_screen( agb: &mut Agb, mut player_dice: PlayerDice, descriptions_map: &mut RegularMap, help_background: &mut RegularMap, level: u32, ) -> PlayerDice { agb.sfx.customise(); agb.sfx.frame(); descriptions_map.set_scroll_pos((-174i16, -52).into()); help_background.set_scroll_pos((-148i16, -34).into()); crate::background::load_help_text(&mut agb.vram, help_background, 0, (0, 0)); // create the dice let mut _net = create_net(&agb.obj, &player_dice.dice[0], &[]); let mut _dice = create_dice_display(&agb.obj, &player_dice); agb.sfx.frame(); let mut upgrades = crate::level_generation::generate_upgrades(level); let mut _upgrade_objects = create_upgrade_objects(&agb.obj, &upgrades); let mut input = agb::input::ButtonController::new(); let mut select_box = agb.obj.object(agb.obj.sprite(SELECT_BOX.sprite(0))); select_box.show(); let mut selected_dice = agb.obj.object(agb.obj.sprite(SELECTED_BOX)); selected_dice.hide(); let mut selected_face = agb.obj.object(agb.obj.sprite(SELECTED_BOX)); selected_face.hide(); agb.sfx.frame(); let mut counter = 0usize; let mut state = CustomiseState::Dice; let mut cursor = Cursor { dice: 0, face: 1, upgrade: 0, }; let mut modified: Vec = Vec::new(); loop { counter = counter.wrapping_add(1); input.update(); let ud = ( input.is_just_pressed(Button::UP), input.is_just_pressed(Button::DOWN), ) .into(); let lr = ( input.is_just_pressed(Button::LEFT), input.is_just_pressed(Button::RIGHT), ) .into(); if ud != Tri::Zero || lr != Tri::Zero { agb.sfx.move_cursor(); } match &mut state { CustomiseState::Dice => { selected_dice.hide(); let new_dice = (cursor.dice as isize + lr as isize) .rem_euclid(player_dice.dice.len() as isize) as usize; if new_dice != cursor.dice { cursor.dice = new_dice; _net = create_net( &agb.obj, &player_dice.dice[cursor.dice], &modified .iter() .filter_map(|x| (x.dice == cursor.dice).then_some(x.face)) .collect::>(), ); } select_box.set_x((cursor.dice as i32 * 32 - 32 / 2 + 20) as u16); select_box.set_y(0); if input.is_just_pressed(Button::A) { selected_dice.set_x((cursor.dice as i32 * 32 - 32 / 2 + 20) as u16); selected_dice.set_y(0); selected_dice.show(); state = CustomiseState::Face; agb.sfx.select(); } } CustomiseState::Face => { cursor.face = move_net_position_lr(cursor.face, lr); cursor.face = move_net_position_ud(cursor.face, ud); let (x, y) = screen_position_for_index(cursor.face); select_box.set_x((x - 32 / 2) as u16); select_box.set_y((y - 32 / 2) as u16); selected_face.hide(); if input.is_just_pressed(Button::B) { state = CustomiseState::Dice; agb.sfx.back(); } else if input.is_just_pressed(Button::A) && !upgrades.is_empty() && !modified.contains(&Cursor { dice: cursor.dice, face: cursor.face, upgrade: 0, }) { selected_face.set_x((x - 32 / 2) as u16); selected_face.set_y((y - 32 / 2) as u16); selected_face.show(); cursor.upgrade += upgrades.len(); state = CustomiseState::Upgrade; agb.sfx.select(); } } CustomiseState::Upgrade => { let old_upgrade = cursor.upgrade; cursor.upgrade = (cursor.upgrade as isize + ud as isize) .rem_euclid(upgrades.len() as isize) as usize; if (upgrades[cursor.upgrade] as u32) < 17 { if cursor.upgrade != old_upgrade { load_description( upgrades[cursor.upgrade] as usize, descriptions_map, &mut agb.vram, ); } descriptions_map.show(); } else { descriptions_map.hide(); } let (x, y) = upgrade_position(cursor.upgrade); select_box.set_x((x - 32 / 2) as u16); select_box.set_y((y - 32 / 2) as u16); if input.is_just_pressed(Button::B) { state = CustomiseState::Face; agb.sfx.back(); } else if input.is_just_pressed(Button::A) && player_dice.dice[cursor.dice].faces[cursor.face] != upgrades[cursor.upgrade] { descriptions_map.hide(); modified.push(Cursor { dice: cursor.dice, face: cursor.face, upgrade: 0, }); player_dice.dice[cursor.dice].faces[cursor.face] = upgrades[cursor.upgrade]; upgrades.remove(cursor.upgrade); _upgrade_objects = create_upgrade_objects(&agb.obj, &upgrades); _net = create_net( &agb.obj, &player_dice.dice[cursor.dice], &modified .iter() .filter_map(|x| (x.dice == cursor.dice).then_some(x.face)) .collect::>(), ); _dice = create_dice_display(&agb.obj, &player_dice); state = CustomiseState::Face; agb.sfx.accept(); } } } if upgrades.is_empty() { break; } select_box.set_sprite(agb.obj.sprite(SELECT_BOX.animation_sprite(counter / 10))); agb.star_background.update(); let _ = agb::rng::gen(); agb.sfx.frame(); agb.vblank.wait_for_vblank(); agb.obj.commit(); descriptions_map.commit(&mut agb.vram); help_background.commit(&mut agb.vram); help_background.show(); agb.star_background.commit(&mut agb.vram); } descriptions_map.hide(); help_background.hide(); crate::background::load_help_text(&mut agb.vram, help_background, 3, (0, 0)); crate::background::load_help_text(&mut agb.vram, help_background, 3, (0, 1)); descriptions_map.clear(&mut agb.vram); player_dice }