feat: MVP for 2d_sprites.gba
This commit is contained in:
parent
35044acfa7
commit
babbda0d43
|
@ -4,3 +4,4 @@ zig-cache/
|
|||
**/*.s
|
||||
**/*.asm
|
||||
**/*.bin
|
||||
**/*.sav
|
|
@ -11,8 +11,83 @@ const SquareSpriteTuple = std.meta.Tuple(&[_]type{ Rainbow, Bebe16, Bebe32, Bebe
|
|||
// TODO: ZigGBA should support spaces in the ROM Title IIRC
|
||||
export var gameHeader linksection(".gbaheader") = GBA.Header.setup("2DSPRITE", "PAOD", "00", 0);
|
||||
|
||||
// 16x16 4BPP Sprite depicting
|
||||
// denpa artist Nanahira's pet rabbit: Bebe-chan
|
||||
// To-do List:
|
||||
// TODO: 8BPP variants?
|
||||
// TODO: Tall Sprites
|
||||
// TODO: Wide Sprites
|
||||
// TODO: 8x8 Bebe-chan
|
||||
|
||||
const square_sprites = initSquareSpriteTuple();
|
||||
|
||||
fn initSquareSpriteTuple() SquareSpriteTuple {
|
||||
return .{ Rainbow{}, Bebe16{}, Bebe32{}, Bebe64{} };
|
||||
}
|
||||
|
||||
pub fn main() noreturn {
|
||||
LCD.setupDisplayControl(.{
|
||||
.mode = .Mode0, // No Affine BGs
|
||||
.objectLayer = .Show, // Enable Sprites
|
||||
.objVramCharacterMapping = .TwoDimension, // 2D Sprite Mapping
|
||||
});
|
||||
|
||||
OAM.init();
|
||||
|
||||
square_sprites[0].load(); // Copy Mapping to VRAM and Palette to PALRAM
|
||||
|
||||
var sprite: *OAM.Attribute = OAM.allocate();
|
||||
sprite.paletteMode = square_sprites[0].paletteMode();
|
||||
sprite.palette = 0;
|
||||
sprite.tileIndex = 0;
|
||||
sprite.setSize(square_sprites[0].size());
|
||||
|
||||
var x: i32 = 96;
|
||||
var y: i32 = 32;
|
||||
|
||||
var i: i32 = 0;
|
||||
|
||||
while (true) {
|
||||
LCD.naiveVSync();
|
||||
Input.readInput();
|
||||
|
||||
const shoulder = Input.getShoulderJustPressed();
|
||||
if (shoulder != 0) {
|
||||
i = (i + shoulder) & 0b11;
|
||||
|
||||
// Index must be comptime known unfortunately
|
||||
// so we need this ugly switch statement
|
||||
switch (i) {
|
||||
0 => {
|
||||
square_sprites[0].load();
|
||||
sprite.setSize(square_sprites[0].size());
|
||||
},
|
||||
1 => {
|
||||
square_sprites[1].load();
|
||||
sprite.setSize(square_sprites[1].size());
|
||||
},
|
||||
2 => {
|
||||
square_sprites[2].load();
|
||||
sprite.setSize(square_sprites[2].size());
|
||||
},
|
||||
3 => {
|
||||
square_sprites[3].load();
|
||||
sprite.setSize(square_sprites[3].size());
|
||||
},
|
||||
else => unreachable,
|
||||
}
|
||||
}
|
||||
|
||||
x += Input.getHorizontal() * 2;
|
||||
y += Input.getVertical() * 2;
|
||||
|
||||
sprite.setPosition(x, y);
|
||||
|
||||
OAM.update(1);
|
||||
}
|
||||
}
|
||||
|
||||
/// 16x16 4bpp Sprite
|
||||
/// Denpa vocalist Nanahira's pet rabbit: Bebe-chan
|
||||
// Ad: If you're weeb enough, check out Denpasongs
|
||||
const Bebe16 = struct {
|
||||
const Self = @This();
|
||||
|
||||
|
@ -34,6 +109,7 @@ const Bebe16 = struct {
|
|||
fn size(_: Self) OAM.ObjectSize {
|
||||
return .Size16x16;
|
||||
}
|
||||
|
||||
fn load(_: Self) void {
|
||||
// In Memory, Tile Map is laid out like: 1 2
|
||||
// 3 4
|
||||
|
@ -48,7 +124,8 @@ const Bebe16 = struct {
|
|||
}
|
||||
};
|
||||
|
||||
// Bebe-chan but bigger
|
||||
/// 32x32 Bebe-chan
|
||||
/// Same art as Bebe16, but scaled up
|
||||
const Bebe32 = struct {
|
||||
const Self = @This();
|
||||
|
||||
|
@ -102,7 +179,8 @@ const Bebe32 = struct {
|
|||
}
|
||||
};
|
||||
|
||||
// The Biggest Bebe-chan yet
|
||||
/// 64x64 Bebe-chan
|
||||
/// Same art as Bebe16, just scaled up
|
||||
const Bebe64 = struct {
|
||||
const Self = @This();
|
||||
|
||||
|
@ -214,9 +292,7 @@ const Bebe64 = struct {
|
|||
}
|
||||
};
|
||||
|
||||
// 8x8 4bpp Sprite depicting a Rainbow
|
||||
// (it's more of a gradiant, I don't know english, whatever.)
|
||||
// source: Laziness? I can't draw, especially within the confines of 8x8 pixels
|
||||
/// 8x8 4bpp Sprite depicting a Rainbow-like gradient 'cause I can't draw
|
||||
const Rainbow = struct {
|
||||
const Self = @This();
|
||||
|
||||
|
@ -228,15 +304,15 @@ const Rainbow = struct {
|
|||
0x11111111, 0x22222222, 0x33333333, 0x44444444, 0x55555555, 0x66666666, 0x77777777, 0x88888888,
|
||||
};
|
||||
|
||||
inline fn paletteMode(_: Self) GBA.PaletteMode {
|
||||
fn paletteMode(_: Self) GBA.PaletteMode {
|
||||
return .Color16;
|
||||
}
|
||||
|
||||
inline fn size(_: Self) OAM.ObjectSize {
|
||||
fn size(_: Self) OAM.ObjectSize {
|
||||
return .Size8x8;
|
||||
}
|
||||
|
||||
inline fn load(_: Self) void {
|
||||
fn load(_: Self) void {
|
||||
// 8x8 Sprites don't differ in any meaningful way between 1D and 2D mapping
|
||||
|
||||
// Copy Tile Mapping
|
||||
|
@ -246,71 +322,3 @@ const Rainbow = struct {
|
|||
GBA.memcpy32(GBA.OBJ_PALETTE_RAM, &Self.pal, Self.pal.len * @sizeOf(u32));
|
||||
}
|
||||
};
|
||||
|
||||
const square_sprites = withoutThisMethodZigComplains();
|
||||
|
||||
fn withoutThisMethodZigComplains() SquareSpriteTuple {
|
||||
return .{ Rainbow{}, Bebe16{}, Bebe32{}, Bebe64{} };
|
||||
}
|
||||
|
||||
pub fn main() noreturn {
|
||||
LCD.setupDisplayControl(.{
|
||||
.mode = .Mode0, // No Affine BGs
|
||||
.objectLayer = .Show, // Enable Sprites
|
||||
.objVramCharacterMapping = .TwoDimension, // 2D Sprite Mapping
|
||||
});
|
||||
|
||||
OAM.init();
|
||||
|
||||
square_sprites[0].load(); // Copy Mapping to VRAM and Palette to PALRAM
|
||||
|
||||
var sprite: *OAM.Attribute = OAM.allocate();
|
||||
sprite.paletteMode = square_sprites[0].paletteMode();
|
||||
sprite.palette = 0;
|
||||
sprite.tileIndex = 0;
|
||||
sprite.setSize(square_sprites[0].size());
|
||||
|
||||
var x: i32 = 96;
|
||||
var y: i32 = 32;
|
||||
|
||||
var i: i32 = 0;
|
||||
|
||||
while (true) {
|
||||
LCD.naiveVSync();
|
||||
Input.readInput();
|
||||
|
||||
const shoulder = Input.getShoulderJustPressed();
|
||||
if (shoulder != 0) {
|
||||
i = (i + shoulder) & 0b11;
|
||||
|
||||
// Index must be comptime known unfortunately
|
||||
// so we need this ugly switch statement
|
||||
switch (i) {
|
||||
0 => {
|
||||
square_sprites[0].load();
|
||||
sprite.setSize(square_sprites[0].size());
|
||||
},
|
||||
1 => {
|
||||
square_sprites[1].load();
|
||||
sprite.setSize(square_sprites[1].size());
|
||||
},
|
||||
2 => {
|
||||
square_sprites[2].load();
|
||||
sprite.setSize(square_sprites[2].size());
|
||||
},
|
||||
3 => {
|
||||
square_sprites[3].load();
|
||||
sprite.setSize(square_sprites[3].size());
|
||||
},
|
||||
else => unreachable,
|
||||
}
|
||||
}
|
||||
|
||||
x += Input.getHorizontal() * 2;
|
||||
y += Input.getVertical() * 2;
|
||||
|
||||
sprite.setPosition(x, y);
|
||||
|
||||
OAM.update(1);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue