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75 lines
2.5 KiB
Rust
75 lines
2.5 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::Size;
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use agb::Gba;
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// Put all the graphics related code in the gfx module
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mod gfx {
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use agb::display::object::ObjectControl;
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// Import the sprites into this module. This will create a `sprites` module
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// and within that will be a constant called `sprites` which houses all the
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// palette and tile data.
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agb::include_gfx!("gfx/sprites.toml");
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// Loads the sprites tile data and palette data into VRAM
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pub fn load_sprite_data(object: &mut ObjectControl) {
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object.set_sprite_palettes(sprites::sprites.palettes);
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object.set_sprite_tilemap(sprites::sprites.tiles);
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}
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}
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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() -> ! {
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let mut gba = Gba::new();
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let _tiled = gba.display.video.tiled0();
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let mut object = gba.display.object.get();
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gfx::load_sprite_data(&mut object);
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object.enable();
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let mut ball = object.get_object_standard();
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ball.set_x(50)
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.set_y(50)
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.set_sprite_size(Size::S16x16)
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.set_tile_id(4 * 2)
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.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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