4 This is Gamebuino Meta implementation of the game front end, using the
5 official library. Leaving out the library bloat could probably optimize this.
7 To compile using Arduin IDE you need to copy this file as well as all
8 necessary .h files into a project folder, then open the project and compile.
9 Do NOT put .c and .cpp files into the folder, stupid Arduino tries to compile
10 them even if they're not needed.
12 DON'T FORGET to set compiler flag to -O3 (default is -Os). With Arduino IDE
13 this is done in platform.txt file.
15 by Miloslav Ciz (drummyfish), 2019
17 Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
18 plus a waiver of all other intellectual property. The goal of this work is to
19 be and remain completely in the public domain forever, available for any use
23 #include <Gamebuino-Meta.h>
25 #define SFG_CAN_EXIT 0
27 #define SFG_TIME_MULTIPLIER 900 /* Without this the game seems too fast. This
28 also achieves an effective FPS of about
30 #define SFG_SCREEN_RESOLUTION_X 80
31 #define SFG_SCREEN_RESOLUTION_Y 64
32 #define SFG_RESOLUTION_SCALEDOWN 1
33 #define SFG_RAYCASTING_MAX_STEPS 11
34 #define SFG_RAYCASTING_MAX_HITS 3
35 #define SFG_RAYCASTING_SUBSAMPLE 2
36 #define SFG_DIMINISH_SPRITES 0
37 #define SFG_DITHERED_SHADOW 0
38 #define SFG_PLAYER_TURN_SPEED 135
42 Gamebuino_Meta::Color palette[256];
44 uint8_t blinkFramesLeft;
46 void blinkLED(Gamebuino_Meta::Color color)
48 gb.lights.fill(color);
52 const Gamebuino_Meta::SaveDefault saveDefault[] =
53 { { 0, SAVETYPE_BLOB, SFG_SAVE_SIZE, 0 } };
55 void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
57 Gamebuino_Meta::Color c = palette[colorIndex];
58 gb.display.drawPixel(x,y,c);
61 void SFG_sleepMs(uint16_t timeMs)
65 int8_t SFG_keyPressed(uint8_t key)
67 Gamebuino_Meta::Button button;
71 case SFG_KEY_UP: button = BUTTON_UP; break;
72 case SFG_KEY_RIGHT: button = BUTTON_RIGHT; break;
73 case SFG_KEY_DOWN: button = BUTTON_DOWN; break;
74 case SFG_KEY_LEFT: button = BUTTON_LEFT; break;
75 case SFG_KEY_A: button = BUTTON_A; break;
76 case SFG_KEY_B: button = BUTTON_B; break;
77 case SFG_KEY_C: button = BUTTON_MENU; break;
78 default: return 0; break;
81 return gb.buttons.timeHeld(button) > 0;
84 void SFG_processEvent(uint8_t event, uint8_t value)
88 case SFG_EVENT_LEVEL_STARTS: blinkLED(BLUE); break;
89 case SFG_EVENT_PLAYER_HURT: blinkLED(RED); break;
90 case SFG_EVENT_LEVEL_WON: blinkLED(YELLOW); break;
95 void SFG_getMouseOffset(int16_t *x, int16_t *y)
99 void SFG_setMusic(uint8_t value)
103 void SFG_save(uint8_t data[SFG_SAVE_SIZE])
105 gb.save.set(0,data,SFG_SAVE_SIZE);
108 uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
110 gb.save.get(0,data,SFG_SAVE_SIZE);
114 void SFG_playSound(uint8_t soundIndex, uint8_t volume)
119 gb.sound.playCancel();
132 uint32_t SFG_getTimeMs()
134 return gb.frameStartMicros / 1000;
140 gb.setFrameRate(SFG_FPS);
141 gb.save.config(saveDefault);
143 uint8_t data[SFG_SAVE_SIZE];
145 gb.save.get(0,data,SFG_SAVE_SIZE);
147 uint8_t allZeros = 1;
149 for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
156 if (allZeros) // 1st time save?
158 SFG_createDefaultSaveData(data);
159 gb.save.set(0,data,SFG_SAVE_SIZE);
162 for (int i = 0; i < 256; ++i)
164 uint16_t rgb565 = paletteRGB565[i];
165 palette[i] = gb.createColor((rgb565 & 0xf800) >> 8,(rgb565 & 0x07e0) >> 3,(rgb565 & 0x001f) << 3);
183 if (blinkFramesLeft != 0)
185 if (blinkFramesLeft == 1)
194 gb.buttons.timeHeld(BUTTON_LEFT) >= 255 &&
195 gb.buttons.timeHeld(BUTTON_RIGHT) >= 255 &&
196 gb.buttons.timeHeld(BUTTON_B) >= 255)
198 // holding L+R+B in menu will erase all saved data
205 // debuggin performance
206 gb.display.setCursor(1,1);
207 gb.display.print(gb.getCpuLoad());