#![no_std] #![no_main] use gba::prelude::*; #[panic_handler] fn panic_handler(info: &core::panic::PanicInfo) -> ! { use core::fmt::Write; if let Ok(mut logger) = MgbaBufferedLogger::try_new(MgbaMessageLevel::Fatal) { writeln!(logger, "{info}").ok(); } loop {} } #[derive(Debug, Clone, Copy, Default)] struct Position { x: u16, y: u16, } #[derive(Debug, Clone, Copy, Default)] struct Rect { x: u16, y: u16, w: u16, h: u16, } impl Rect { pub fn intersect(self, other: Self) -> bool { self.x < other.x + other.w && self.x + self.w > other.x && self.y < other.y + other.h && self.h + self.y > other.y } } #[no_mangle] extern "C" fn main() -> ! { // game simulation setup let mut creatures = [Position::default(); 5]; creatures[0].x = 13; creatures[0].y = 37; // creatures[1].x = 41; creatures[1].y = 38; creatures[2].x = 100; creatures[2].y = 23; creatures[3].x = 14; creatures[3].y = 101; creatures[4].x = 72; creatures[4].y = 59; let mut world = [[0_u8; 32]; 32]; 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][3] = b'B'; world[2][3] = b'G'; world[3][3] = b'0'; // hardware configuration DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true)); IE.write(IrqBits::VBLANK); IME.write(true); TIMER0_CONTROL.write(TimerControl::new().with_enabled(true)); BG_PALETTE.index(1).write(Color::MAGENTA); OBJ_PALETTE.index(1).write(Color::CYAN); OBJ_PALETTE.index(16 * 1 + 1).write(Color::GREEN); OBJ_PALETTE.index(16 * 2 + 1).write(Color::RED); OBJ_PALETTE.index(16 * 3 + 1).write(Color::BLUE); OBJ_PALETTE.index(16 * 4 + 1).write(Color::YELLOW); Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0); Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0); BG0CNT.write(BackgroundControl::new().with_screenblock(8)); let screenblock_addr = TextScreenblockAddress::new(8); for row in 0..32 { for col in 0..32 { let te = TextEntry::new().with_tile(world[row][col] as u16); screenblock_addr.row_col(row, col).write(te); } } let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed); OBJ_ATTR0.iter().skip(creatures.len()).for_each(|va| va.write(no_display)); DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true)); loop { // wait for vblank VBlankIntrWait(); // update graphics MMIO for (i, (creature_pos, attr_addr)) in creatures.iter().zip(OBJ_ATTR_ALL.iter()).enumerate() { let mut obj = ObjAttr::new(); obj.set_x(creature_pos.x); obj.set_y(creature_pos.y); obj.set_tile_id(1); obj.set_palbank(i as u16); attr_addr.write(obj); } // 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. let (player, enemies) = match &mut creatures { [player, enemies @ ..] => (player, enemies), }; if keys.up() { let new_p = Position { x: player.x, y: player.y - 1 }; let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 }; if iter_tiles_of_area(new_p, (8, 8)) .all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize])) && enemies.iter().all(|enemy| { let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 }; !new_r.intersect(enemy_r) }) { *player = new_p; } } if keys.down() { let new_p = Position { x: player.x, y: player.y + 1 }; let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 }; if iter_tiles_of_area(new_p, (8, 8)) .all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize])) && enemies.iter().all(|enemy| { let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 }; !new_r.intersect(enemy_r) }) { *player = new_p; } } if keys.left() { let new_p = Position { x: player.x - 1, y: player.y }; let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 }; if iter_tiles_of_area(new_p, (8, 8)) .all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize])) && enemies.iter().all(|enemy| { let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 }; !new_r.intersect(enemy_r) }) { *player = new_p; } } if keys.right() { let new_p = Position { x: player.x + 1, y: player.y }; let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 }; if iter_tiles_of_area(new_p, (8, 8)) .all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize])) && enemies.iter().all(|enemy| { let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 }; !new_r.intersect(enemy_r) }) { *player = new_p; } } } } const fn allows_movement(u: u8) -> bool { u == 0 || u == b' ' || u == u8::MAX } fn iter_tiles_of_area( p: Position, (width, height): (u16, u16), ) -> impl Iterator { let y_range_incl = (p.y / 8)..=((p.y + height - 1) / 8); let x_range_incl = (p.x / 8)..=((p.x + width - 1) / 8); y_range_incl .map(move |y_index| { x_range_incl.clone().map(move |x_index| (x_index, y_index)) }) .flatten() }