agb/book/games/pong/src/main.rs
2022-03-12 17:36:38 +00:00

58 lines
2 KiB
Rust

// Games made using `agb` are no_std which means you don't have access to the standard
// rust library. This is because the game boy advance doesn't really have an operating
// system, so most of the content of the standard library doesn't apply.
//
// Provided you haven't disabled it, agb does provide an allocator, so it is possible
// to use both the `core` and the `alloc` built in crates.
#![no_std]
// `agb` defines its own `main` function, so you must declare your game's main function
// using the #[agb::entry] proc macro. Failing to do so will cause failure in linking
// which won't be a particularly clear error message.
#![no_main]
use agb::display::object::{Graphics, Tag};
use agb::Gba;
const GRAPHICS: &Graphics = agb::include_aseprite!("gfx/sprites.aseprite");
// The main function must take 0 arguments and never return. The agb::entry decorator
// ensures that everything is in order. `agb` will call this after setting up the stack
// and interrupt handlers correctly.
#[agb::entry]
fn main(mut gba: Gba) -> ! {
let object = gba.display.object.get();
const BALL: &Tag = GRAPHICS.tags().get("Ball");
let ball_sprite = object
.try_get_sprite(BALL.get_sprite(0))
.expect("We should be able to load a sprite");
let mut ball = object
.try_get_object(ball_sprite)
.expect("We should have enoguh space to store an object");
ball.set_x(50).set_y(50).show();
let mut ball_x = 50;
let mut ball_y = 50;
let mut x_velocity = 1;
let mut y_velocity = 1;
loop {
ball_x = (ball_x + x_velocity).clamp(0, agb::display::WIDTH - 16);
ball_y = (ball_y + y_velocity).clamp(0, agb::display::HEIGHT - 16);
if ball_x == 0 || ball_x == agb::display::WIDTH - 16 {
x_velocity = -x_velocity;
}
if ball_y == 0 || ball_y == agb::display::HEIGHT - 16 {
y_velocity = -y_velocity;
}
ball.set_x(ball_x as u16).set_y(ball_y as u16);
agb::display::busy_wait_for_vblank();
ball.commit();
}
}