mirror of
https://github.com/italicsjenga/gba.git
synced 2024-12-23 19:01:30 +11:00
133 lines
3.6 KiB
Rust
133 lines
3.6 KiB
Rust
#![no_std]
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#![no_main]
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use core::num::Wrapping;
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use gba::prelude::*;
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#[panic_handler]
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fn panic_handler(info: &core::panic::PanicInfo) -> ! {
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use core::fmt::Write;
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if let Ok(mut logger) = MgbaBufferedLogger::try_new(MgbaMessageLevel::Fatal) {
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writeln!(logger, "{info}").ok();
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}
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loop {}
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}
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#[no_mangle]
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extern "C" fn main() -> ! {
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// game simulation setup
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let mut player_x = 13_u16;
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let mut player_y = 37_u16;
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let mut world = [[0_u8; 32]; 32];
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for i in 0..32 {
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world[0][i] = b'z';
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world[31][i] = b'z';
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world[i][0] = b'z';
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world[i][31] = b'z';
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}
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world[1][1] = b'B';
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world[2][1] = b'G';
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world[3][1] = b'0';
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// hardware configuration
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DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
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IE.write(IrqBits::VBLANK);
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IME.write(true);
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TIMER0_CONTROL.write(TimerControl::new().with_enabled(true));
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BG_PALETTE.index(1).write(Color::MAGENTA);
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OBJ_PALETTE.index(1).write(Color::CYAN);
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Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
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Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
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BG0CNT.write(BackgroundControl::new().with_screenblock(8));
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let screenblock_addr = TextScreenblockAddress::new(8);
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for row in 0..32 {
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for col in 0..32 {
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let te = TextEntry::new().with_tile(world[row][col] as u16);
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screenblock_addr.row_col(row, col).write(te);
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}
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}
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let mut obj = ObjAttr::new();
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obj.set_x(player_x);
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obj.set_y(player_y);
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obj.set_tile_id(1);
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OBJ_ATTR_ALL.index(0).write(obj);
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let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
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OBJ_ATTR0.iter().skip(1).for_each(|va| va.write(no_display));
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DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
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loop {
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// wait for vblank
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VBlankIntrWait();
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// update graphics MMIO
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OBJ_ATTR_ALL.index(0).write(obj);
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// handle input
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let keys = KEYINPUT.read();
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// the way we handle movement here is per-direction. If you're against a
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// wall and you press a diagonal then one axis will progress while the other
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// will be halted by the wall. This makes the player slide along the wall
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// when bumping into walls.
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if keys.up() {
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let new_y = player_y.saturating_sub(1);
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if iter_tiles_of_area((player_x, new_y), (8, 8))
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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{
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player_y = new_y;
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}
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}
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if keys.down() {
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let new_y = player_y.saturating_add(1);
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if iter_tiles_of_area((player_x, new_y), (8, 8))
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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{
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player_y = new_y;
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}
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}
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if keys.left() {
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let new_x = player_x.saturating_sub(1);
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if iter_tiles_of_area((new_x, player_y), (8, 8))
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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{
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player_x = new_x;
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}
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}
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if keys.right() {
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let new_x = player_x.saturating_add(1);
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if iter_tiles_of_area((new_x, player_y), (8, 8))
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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{
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player_x = new_x;
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}
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}
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// ready our graphics for next frame
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obj.set_x(player_x);
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obj.set_y(player_y);
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}
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}
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const fn allows_movement(u: u8) -> bool {
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u == 0 || u == b' ' || u == u8::MAX
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}
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fn iter_tiles_of_area(
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(x, y): (u16, u16), (width, height): (u16, u16),
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) -> impl Iterator<Item = (u16, u16)> {
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let y_range_incl = (y / 8)..=((y + height - 1) / 8);
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let x_range_incl = (x / 8)..=((x + width - 1) / 8);
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y_range_incl
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.map(move |y_index| {
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x_range_incl.clone().map(move |x_index| (x_index, y_index))
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})
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.flatten()
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}
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