Ejemplo n.º 1
0
void gameboyStep(Gameboy *gameboy)
{
	inputStep(gameboy->joypad, gameboy->mmu);
	cpuStep(gameboy->cpu, gameboy->mmu);
	timerStep(gameboy->timer, gameboy->mmu, gameboy->cpu->cycles);
	displayStep(gameboy->display, gameboy->mmu, gameboy->cpu->cycles);
}
Ejemplo n.º 2
0
void init(void) {
    // Starting services
    sf2d_init();
    sf2d_set_vblank_wait(0);
    sftd_init();
    srvInit();
    aptInit();
    hidInit();
    audio_init();
    //romfsInit();

    // Configuring the right font to use (8bitoperator), and its proprieties
    font = sftd_load_font_file("font/eightbit.ttf");

    // Configuring graphics in general (images, textures, etc)
    sf2d_set_clear_color(RGBA8(0x00, 0x00, 0x00, 0xFF));

    /* Load Frisk textures
       Loop over every element in tex_arr_friskWalk and load the PNG buffer. */

    for (int i = 0; i < 4; ++i) {
        for (int j = 0; j < 4; ++j) {
            tex_arr_friskWalk[i][j] = loadTexture(friskFilenames[i][j]);
        }
    }

    room_init();

    // Reusing 'i' from above.
    // Load room textures.
    for (int i = 0; i < 3; ++i) fillTexture(&rooms[i].bg);

    // TODO: Add actual save loading logic. For now, just assume this room.
    player_pos = rooms[room].exits[0].entrance;

    // Play music
    home = sound_create(BGM);
    if (home != NULL) audio_load_ogg("sound/music/house1.ogg", home);
    else home->status = -1;

    timerStep();
}
Ejemplo n.º 3
0
controllerWidget::controllerWidget(QWidget* parent, drawerWidget* dr, graphWidget* gr, graphInspector* ins,mover* m,drawerSettings* set,QList<graphObject*>* list) : QWidget(parent)
{
	/*Настроим интерфейс*/
	setupUi(this);	
	/*Присвоим значения*/
	drawer 		= dr;
	graph		= gr;
	graphinspector  = ins;
	settings 	= set;
	graphs 		= list;
	mov		= m;
	steps		= 360;
	count 		= 1;
	/*Создаем генераторы движения*/
	circleMotion    = new circleMotionGenerator(this);
	/*Настроим лэйауты*/
	hboxLayout->addWidget(circleMotion);
	/*Создаем таймер*/
	timer  = new QTimer(this);
	QObject::connect(timer, 	SIGNAL(timeout()), 	   this, SLOT(timerStep()));
	QObject::connect(buildButton, 	SIGNAL(clicked()), 	   this, SLOT(start()));
	QObject::connect(stepEdit, 	SIGNAL(valueChanged(int)),this, SLOT(changeStep(int)));
	QObject::connect(countEdit,	SIGNAL(valueChanged(int)),this, SLOT(changeCount(int)));
}
Ejemplo n.º 4
0
// Main part of the coding, where everything works (or not)
int main(void) {
    init();

    // Main loop
    while (aptMainLoop()) {

        // Verify button presses
        hidScanInput();

        // Unsigned variables for different types of button presses
        u32 kDown = hidKeysDown();
        u32 kHeld = hidKeysHeld();
        // u32 kUp = hidKeysUp();

        // Exit homebrew
        if (kDown & KEY_START) {
            break;
        }

        // Activate first easter egg
        else if (kDown & KEY_SELECT) {
            easterEgg = !easterEgg;
        }

        // Change pages for the easterEgg/debug menu.
        else if (kDown & KEY_R) {
            if (++easterPage > MAX_PAGE) easterPage = 0;
        }
        else if (kDown & KEY_L) {
            if (--easterPage < 0) easterPage = MAX_PAGE;
        }


        timerStep();

        // If no movement, set the sprite timer to 0
        if (kDown & KEY_UP || kDown & KEY_DOWN || kDown & KEY_LEFT || kDown & KEY_RIGHT) {
            sprTimer = 0;
        }

        // Reset horizontal and vertical speeds
        vsp = 0;
        hsp = 0;

        // Player movement (pretty easy to understand)
        // TODO: Would it be possible to make this less... iffy?
        if (kHeld & KEY_UP) {
            if (!(kHeld & KEY_DOWN)) {
                vsp = -.5; // Vertical speed to negative .5
                playerDir = BACK; // Player direction = back
            }
        }

        if (kHeld & KEY_DOWN) {
            vsp = .5; // Vertical speed to .5
            playerDir = FORWARD; // Player direction = up
        }

        if (kHeld & KEY_LEFT) {
            if (!(kHeld & KEY_RIGHT)) {
                hsp = -.5; // Vertical speed to negative .5
                playerDir = LEFT; // Player direction = left
            }
        }

        if (kHeld & KEY_RIGHT) {
            hsp = .5; // Vertical speed to .5
            playerDir = RIGHT; // Player direction = right
        }

        // Diagonal movement speed fix
        if (vsp != 0) {
            if (hsp != 0) {
                vsp *= .8;
                hsp *= .8;
            }
        }

        // Movement calculation... AND proper room colision.
        // TODO: Consider a function for translating and/or clamping coordinates directly?
        player_pos.x = fclamp(player_pos.x + hsp * dt,
                              rooms[room].collision[0].x,
                              rooms[room].collision[1].x);

        player_pos.y = fclamp(player_pos.y + vsp * dt,
                              rooms[room].collision[0].y,
                              rooms[room].collision[1].y);

        // Scrolling calculation.
        // TODO: Make these constants better/customizable.
        if (player_pos.x - camera_pos.x >= 300) {
            camera_pos.x = player_pos.x - 300;
        }
        else if (player_pos.x - camera_pos.x <= 100) {
            camera_pos.x = player_pos.x - 100;
        }
        camera_pos.x = fclamp(camera_pos.x, 0, rooms[room].scroll_max.x);

        if (player_pos.y - camera_pos.y >= 200) {
            camera_pos.y = player_pos.y - 200;
        }
        else if (player_pos.y - camera_pos.y <= 50) {
            camera_pos.y = player_pos.y - 50;
        }
        camera_pos.y = fclamp(camera_pos.y, 0, rooms[room].scroll_max.y);

        // Player sprites
        if (hsp == 0 && vsp == 0) curr_tex = tex_arr_friskWalk[playerDir][0];

        else curr_tex = tex_arr_friskWalk[playerDir][(int)floor(sprTimer)];

        // Sprite animation timer
        // TODO: Why .15 * .03 * actual time?
        sprTimer += (.03 * dt);

        while (sprTimer >= 4) {
            sprTimer -= 4;
        }

        if (!next_exit){
            if (roomTimer < 255) {
                roomTimer = fmin(roomTimer + (4 * dt), 255);
            }
            next_exit = exit_room(room, &player_pos);
        }
        else {
            roomTimer -= 4 * dt;
            if (roomTimer <= 0) {
                room = next_exit->room_id;
                player_pos = next_exit->entrance;
                next_exit = NULL;
                roomTimer = 0;
            }
        }

        render();

        // Swap sf2d framebuffers and wait for VBlank
        sf2d_swapbuffers();
    }

    // Free images/textures/fonts from memory

    for (int i = 0; i < 4; ++i) {
        for (int j = 0; j < 4; ++j) {
            sf2d_free_texture(tex_arr_friskWalk[i][j]);
        }
    }

    for (int i = 0; i < 3; ++i) {
        sf2d_free_texture(rooms[i].bg.tex);
    }

    sftd_free_font(font);

    // Exit services
    sf2d_fini();
    sftd_fini();
    sound_stop(home);
    audio_stop();
    hidExit();
    aptExit();
    srvExit();

    return 0;
}