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