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- /**
- @file main_nibble.ino
- This is Nibble (CircuitMess) implementation of the game front end.
- by Miloslav Ciz (drummyfish), 2021
- Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
- plus a waiver of all other intellectual property. The goal of this work is to
- be and remain completely in the public domain forever, available for any use
- whatsoever.
- */
- #include <Arduino.h>
- #include <EEPROM.h>
- #include <CircuitOS.h>
- #include <Nibble.h>
- #define PLUS_BRIGHTNESS 2 // this can be changed (max: 8)
- #define SFG_AVR 1
- #define SFG_SCREEN_RESOLUTION_X 128
- #define SFG_SCREEN_RESOLUTION_Y 128
- #define SFG_FPS 35
- #define SFG_RAYCASTING_MAX_STEPS 20
- #define SFG_RAYCASTING_SUBSAMPLE 2
- #define SFG_DIMINISH_SPRITES 1
- #define SFG_DITHERED_SHADOW 1
- #define SFG_CAN_EXIT 0 /* If the game is compiled into loeader, this can be set
- to 1 which will show the "exit" option in the menu. */
- #include "game.h"
- Display* display;
- Sprite* sprite;
- uint8_t buttons[7];
- uint16_t paletteRAM[256];
- void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
- {
- sprite->drawPixel(x,y,paletteRAM[colorIndex]);
- }
- uint32_t SFG_getTimeMs()
- {
- return millis();
- }
- void SFG_sleepMs(uint16_t timeMs)
- {
- }
- int8_t SFG_keyPressed(uint8_t key)
- {
- return key < 7 ? buttons[key] : 0;
- }
- void SFG_getMouseOffset(int16_t *x, int16_t *y)
- {
- }
- void SFG_setMusic(uint8_t value)
- {
- }
- void SFG_save(uint8_t data[SFG_SAVE_SIZE])
- {
- }
- void SFG_processEvent(uint8_t event, uint8_t data)
- {
- }
- uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
- {
- return 0;
- }
- void SFG_playSound(uint8_t soundIndex, uint8_t volume)
- {
- switch (soundIndex)
- {
- case 0: Piezo.tone(120, 45); break; // shot
- case 1: Piezo.tone(200, 30); break; // door
- case 2: Piezo.tone(80, 60); break; // explosion
- case 3: Piezo.tone(220, 50); break; // click
- case 4: Piezo.tone(180, 60); break; // plasma
- case 5: Piezo.tone(300, 10); break; // monster
- default: break;
- }
- }
- // create button callbacks:
- #define cbf(b,n) void b ## _down() { buttons[n] = 255; } void b ## _up() { buttons[n] = 0; }
- cbf(BTN_UP,0)
- cbf(BTN_RIGHT,1)
- cbf(BTN_DOWN,2)
- cbf(BTN_LEFT,3)
- cbf(BTN_A,4)
- cbf(BTN_B,5)
- cbf(BTN_C,6)
- #undef cbf
- void setup()
- {
- Nibble.begin();
- display = Nibble.getDisplay();
- sprite = display->getBaseSprite();
- SFG_init();
- for (uint8_t i = 0; i < 7; ++i)
- buttons[i] = 0;
- // move palette to RAM plus increase brightness of the colors:
- for (int i = 0; i < 256; ++i)
- {
- int helper = i % 8;
- helper = (helper < 8 - PLUS_BRIGHTNESS) ? PLUS_BRIGHTNESS : (7 - helper);
- paletteRAM[i] = pgm_read_word(paletteRGB565 + i + helper);
- }
- // register button callbacks:
- #define cb(b) \
- Input::getInstance()->setBtnPressCallback(b,b ## _down); \
- Input::getInstance()->setBtnReleaseCallback(b,b ## _up);
- cb(BTN_UP)
- cb(BTN_DOWN)
- cb(BTN_LEFT)
- cb(BTN_RIGHT)
- cb(BTN_A)
- cb(BTN_B)
- cb(BTN_C)
- #undef cb
- }
- void loop()
- {
- Input::getInstance()->loop(0);
- SFG_mainLoopBody();
- display->commit();
- }
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