mirror of
https://github.com/italicsjenga/agb.git
synced 2024-12-23 16:21:33 +11:00
187 lines
4.9 KiB
Rust
187 lines
4.9 KiB
Rust
#![no_std]
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#![no_main]
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#![cfg_attr(test, feature(custom_test_frameworks))]
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#![cfg_attr(test, reexport_test_harness_main = "test_main")]
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#![cfg_attr(test, test_runner(agb::test_runner::test_runner))]
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use agb::{
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display::{
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object::{OamIterator, OamUnmanaged, SpriteLoader},
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tiled::{RegularBackgroundSize, TileFormat, TiledMap, VRamManager},
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Priority,
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},
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input::{Button, ButtonController},
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interrupt::VBlank,
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sound::mixer::Frequency,
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};
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use game::{Pausable, PauseSelection};
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use sfx::Sfx;
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extern crate alloc;
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mod backgrounds;
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mod level;
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mod map;
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mod resources;
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mod sfx;
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mod game;
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mod save;
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struct Agb<'gba> {
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vblank: VBlank,
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input: ButtonController,
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loader: SpriteLoader,
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sfx: Sfx<'gba>,
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vram: VRamManager,
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oam: OamUnmanaged<'gba>,
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}
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impl<'gba> Agb<'gba> {
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fn frame<D, U, T, F>(&mut self, data: &mut D, update: U, render: F) -> T
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where
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U: FnOnce(
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&mut D,
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&ButtonController,
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&mut SpriteLoader,
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&mut Sfx<'gba>,
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&mut VRamManager,
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) -> T,
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F: FnOnce(&D, &mut OamIterator, &mut SpriteLoader),
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{
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self.vblank.wait_for_vblank();
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self.input.update();
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{
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render(data, &mut self.oam.iter(), &mut self.loader);
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}
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self.sfx.frame();
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update(
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data,
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&self.input,
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&mut self.loader,
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&mut self.sfx,
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&mut self.vram,
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)
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}
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}
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pub fn entry(mut gba: agb::Gba) -> ! {
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let vblank = VBlank::get();
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let _ = save::init_save(&mut gba);
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let (tiled, mut vram) = gba.display.video.tiled0();
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let mut ui_bg = tiled.background(
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Priority::P0,
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RegularBackgroundSize::Background32x32,
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TileFormat::FourBpp,
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);
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let mut level_bg = tiled.background(
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Priority::P1,
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RegularBackgroundSize::Background32x32,
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TileFormat::FourBpp,
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);
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let mut ending_bg = tiled.background(
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Priority::P0,
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RegularBackgroundSize::Background32x32,
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TileFormat::FourBpp,
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);
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backgrounds::load_ending_page(&mut ending_bg, &mut vram);
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ending_bg.commit(&mut vram);
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backgrounds::load_palettes(&mut vram);
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backgrounds::load_ui(&mut ui_bg, &mut vram);
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ui_bg.commit(&mut vram);
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ui_bg.show();
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let (unmanaged, sprite_loader) = gba.display.object.get_unmanaged();
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let mut input = agb::input::ButtonController::new();
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input.update();
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if input.is_pressed(Button::START | Button::SELECT | Button::L | Button::R) {
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let _ = save::save_max_level(&mut gba.save, 0);
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}
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let mut mixer = gba.mixer.mixer(Frequency::Hz18157);
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let sfx = Sfx::new(&mut mixer);
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let mut g = Agb {
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vblank,
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input,
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loader: sprite_loader,
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sfx,
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vram,
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oam: unmanaged,
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};
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let mut current_level = 0;
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let mut maximum_level = save::load_max_level() as usize;
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loop {
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if current_level >= level::Level::num_levels() {
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current_level = 0;
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ui_bg.hide();
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level_bg.hide();
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ending_bg.show();
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loop {
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if g.frame(
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&mut (),
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|_, input, _, _, _| input.is_just_pressed(Button::SELECT),
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|_, _, _| {},
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) {
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break;
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}
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}
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ui_bg.show();
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ending_bg.hide();
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} else {
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if current_level > maximum_level {
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maximum_level = current_level;
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let _ = save::save_max_level(&mut gba.save, maximum_level as u32);
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}
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let mut game = g.frame(
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&mut (),
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|_, _, loader, _, _| {
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Pausable::new(current_level, maximum_level, &mut level_bg, loader)
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},
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|_, _, _| {},
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);
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loop {
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if let Some(option) = g.frame(
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&mut game,
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|game, input, loader, sfx, vram| game.update(input, sfx, loader, vram),
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|game, oam, loader| game.render(loader, oam),
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) {
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match option {
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game::UpdateResult::MenuSelection(PauseSelection::Restart) => break,
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game::UpdateResult::MenuSelection(PauseSelection::LevelSelect(level)) => {
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current_level = level;
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break;
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}
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game::UpdateResult::NextLevel => {
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current_level += 1;
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break;
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}
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}
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}
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}
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}
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}
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}
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#[cfg(test)]
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#[agb::entry]
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fn agb_test_main(gba: agb::Gba) -> ! {
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loop {
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// full implementation provided by the #[entry]
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agb::syscall::halt();
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}
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}
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