diff --git a/examples/game.rs b/examples/game.rs index 24b6457..00d2154 100644 --- a/examples/game.rs +++ b/examples/game.rs @@ -16,13 +16,19 @@ fn panic_handler(info: &core::panic::PanicInfo) -> ! { #[no_mangle] extern "C" fn main() -> ! { - // game simulation - let mut player_x = Wrapping(13); - let mut player_y = Wrapping(37); + // game simulation setup + let mut player_x = 13_u16; + let mut player_y = 37_u16; let mut world = [[0_u8; 32]; 32]; - world[0][0] = b'B'; - world[1][0] = b'G'; - world[2][0] = b'0'; + for i in 0..32 { + world[0][i] = b'z'; + world[31][i] = b'z'; + world[i][0] = b'z'; + world[i][31] = b'z'; + } + world[1][1] = b'B'; + world[2][1] = b'G'; + world[3][1] = b'0'; // hardware configuration DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true)); @@ -47,8 +53,8 @@ extern "C" fn main() -> ! { } let mut obj = ObjAttr::new(); - obj.set_x(player_x.0); - obj.set_y(player_y.0); + obj.set_x(player_x); + obj.set_y(player_y); obj.set_tile_id(1); OBJ_ATTR_ALL.index(0).write(obj); @@ -61,25 +67,51 @@ extern "C" fn main() -> ! { // wait for vblank VBlankIntrWait(); - // update graphics + // update graphics MMIO OBJ_ATTR_ALL.index(0).write(obj); - // get input and prepare next frame + // handle input let keys = KEYINPUT.read(); + // the way we handle movement here is per-direction. If you're against a + // wall and you press a diagonal then one axis will progress while the other + // will be halted by the wall. This makes the player slide along the wall + // when bumping into walls. if keys.up() { - player_y -= 1; + let new_y = player_y.saturating_sub(1); + if iter_tiles_of_area((player_x, new_y), (8, 8)) + .all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize])) + { + player_y = new_y; + } } if keys.down() { - player_y += 1; + let new_y = player_y.saturating_add(1); + if iter_tiles_of_area((player_x, new_y), (8, 8)) + .all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize])) + { + player_y = new_y; + } } if keys.left() { - player_x -= 1; + let new_x = player_x.saturating_sub(1); + if iter_tiles_of_area((new_x, player_y), (8, 8)) + .all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize])) + { + player_x = new_x; + } } if keys.right() { - player_x += 1; + let new_x = player_x.saturating_add(1); + if iter_tiles_of_area((new_x, player_y), (8, 8)) + .all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize])) + { + player_x = new_x; + } } - obj.set_x(player_x.0); - obj.set_y(player_y.0); + + // ready our graphics for next frame + obj.set_x(player_x); + obj.set_y(player_y); } }