# lib.rs - source
Source of the Rust file `Examples\Arduboy-Tutorials\demo9\src\lib.rs`.

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
    33
    34
    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62
    63
    64
    65
    66
    67
    68
    69
    70
    71
    72
    73
    74
    75
    76
    77
    78
    79
    80
    81
    82
    83
    84
    85
    86
    87
    88
    89
    90
    91
    92
    93
    94
    95
    96
    97
    98
    99
    100
    101
    102
    103
    104
    105
    106
    107
    108
    109
    110
    111
    112
    113
    114
    115
    116
    117
    118
    119
    120
    121
    122
    123
    124
    125
    126
    127
    128
    129
    130
    131
    132
    133
    134
    135
    136
    137
    138
    139
    140
    141
    142
    143
    144
    145
    146
    147
    148
    149
    150
    151
    152
    153
    154
    155
    156
    157
    158
    159
    160
    161
    162
    163
    164
    165
    166
    167
    168
    169
    170
    171
    172
    173
    174
    175
    176
    177
    178
    179
    180
    181
    182
    183
    184
    185
    186
    187
    188
    189
    190
    191
    192
    193
    194
    195
    196
    197
    198
    199
    200
    201
    202
    203
    204
    205
    206
    207

    #![no_std]
    #![allow(non_upper_case_globals)]

    //Include the Arduboy Library
    #[allow(unused_imports)]
    use arduboy_rust::prelude::*;

    #[allow(dead_code)]
    const arduboy: Arduboy2 = Arduboy2::new();
    const WORLD_WIDTH: usize = 14;
    const WORLD_HEIGHT: usize = 7;
    const PLAYER_SIZE: i16 = 16;
    const PLAYER_X_OFFSET: i16 = WIDTH as i16 / 2 - PLAYER_SIZE / 2;
    const PLAYER_Y_OFFSET: i16 = HEIGHT as i16 / 2 - PLAYER_SIZE / 2;
    const TILE_SIZE: u8 = 16;
    const GRASS: u8 = 0;
    const WATER: u8 = 1;
    const TREES: u8 = 2;
    const STONE: u8 = 3;
    const world: [[u8; WORLD_WIDTH]; WORLD_HEIGHT] = [
        [
            TREES, GRASS, GRASS, WATER, GRASS, GRASS, GRASS, TREES, GRASS, GRASS, GRASS, GRASS, GRASS,
            TREES,
        ],
        [
            GRASS, WATER, WATER, WATER, GRASS, WATER, GRASS, GRASS, GRASS, GRASS, GRASS, STONE, GRASS,
            GRASS,
        ],
        [
            GRASS, GRASS, GRASS, GRASS, GRASS, WATER, STONE, GRASS, GRASS, GRASS, TREES, GRASS, GRASS,
            GRASS,
        ],
        [
            STONE, GRASS, GRASS, STONE, TREES, WATER, WATER, WATER, GRASS, WATER, WATER, GRASS, TREES,
            GRASS,
        ],
        [
            GRASS, GRASS, GRASS, GRASS, TREES, GRASS, GRASS, GRASS, TREES, WATER, GRASS, GRASS, STONE,
            TREES,
        ],
        [
            GRASS, GRASS, GRASS, WATER, STONE, GRASS, GRASS, TREES, TREES, TREES, GRASS, GRASS, WATER,
            WATER,
        ],
        [
            GRASS, WATER, WATER, TREES, GRASS, WATER, WATER, TREES, TREES, GRASS, GRASS, GRASS, GRASS,
            STONE,
        ],
    ];
    #[derive(Copy, Clone)]
    enum Gamestate {
        GameTitle,
        GamePlay,
        GameOver,
        GameHigh,
    }
    impl Gamestate {
        fn update(&mut self, new_state: Gamestate) {
            *self = new_state;
        }
    }

    // Progmem data
    progmem!(
        static tiles: [u8; _] = [
            16, 16, // width, height,
            //Grass
            0xff, 0x7f, 0xfb, 0xff, 0xff, 0xbf, 0xff, 0xff, 0xf7, 0xff, 0xfd, 0xff, 0xff, 0xf7, 0x7f,
            0xff, 0xdf, 0xff, 0xff, 0xfb, 0x7f, 0xff, 0xff, 0xff, 0xef, 0xfe, 0xff, 0xff, 0xfb, 0xff,
            0x7f, 0xff, //Water
            0x08, 0x10, 0x10, 0x08, 0x10, 0x08, 0x10, 0x10, 0x10, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00,
            0x00, 0x20, 0x40, 0x40, 0x20, 0x00, 0x01, 0x02, 0x02, 0x01, 0x02, 0x02, 0x01, 0x02, 0x21,
            0x40, 0x40, //Tree
            0xff, 0x1f, 0x5b, 0x3f, 0xeb, 0xdd, 0xff, 0xf7, 0xbb, 0xef, 0xfd, 0x7f, 0xe3, 0xcb, 0xe3,
            0xff, 0xff, 0xc7, 0x96, 0xc7, 0xff, 0xff, 0xef, 0xfd, 0xff, 0xe3, 0xcb, 0xe3, 0xff, 0xff,
            0x7b, 0xff, //Stone
            0xff, 0xdf, 0x7b, 0x3f, 0x9f, 0x6f, 0x77, 0xab, 0xdb, 0xd7, 0xcd, 0x5f, 0xbf, 0x77, 0xff,
            0xff, 0xff, 0xc1, 0xdc, 0xd3, 0xaf, 0x9f, 0xae, 0xb0, 0xbb, 0xbd, 0xbd, 0xba, 0xd7, 0xcc,
            0x63, 0xff,
        ];
    );

    // dynamic ram variables
    static mut gamestate: Gamestate = Gamestate::GameTitle;
    static mut mapx: i16 = 0;
    static mut mapy: i16 = 0;
    // The setup() function runs once when you turn your Arduboy on
    #[no_mangle]
    pub unsafe extern "C" fn setup() {
        // put your setup code here, to run once:
        arduboy.begin();
        arduboy.set_frame_rate(45);
        arduboy.display();
        arduboy.init_random_seed();
        arduboy.clear();
    }

    // The loop() function repeats forever after setup() is done
    #[no_mangle]
    #[export_name = "loop"]
    pub unsafe extern "C" fn loop_() {
        // put your main code here, to run repeatedly:
        if !arduboy.next_frame() {
            return;
        }
        arduboy.poll_buttons();
        arduboy.clear();
        gameloop();
        arduboy.display();
    }
    unsafe fn draw_player() {
        arduboy.fill_rect(
            PLAYER_X_OFFSET,
            PLAYER_Y_OFFSET,
            PLAYER_SIZE as u8,
            PLAYER_SIZE as u8,
            Color::Black,
        )
    }

    unsafe fn draw_world() {
        let tileswide: u8 = WIDTH / TILE_SIZE + 1;
        let tilestall: u8 = HEIGHT / TILE_SIZE + 1;
        for y in 0..tilestall as i16 {
            for x in 0..tileswide as i16 {
                let tilesx: i16 = x - mapx / TILE_SIZE as i16;
                let tilesy: i16 = y - mapy / TILE_SIZE as i16;
                if tilesx >= 0
                    && tilesy >= 0
                    && tilesx < WORLD_WIDTH as i16
                    && tilesy < WORLD_HEIGHT as i16
                {
                    sprites::draw_override(
                        x * TILE_SIZE as i16 + mapx % TILE_SIZE as i16,
                        y * TILE_SIZE as i16 + mapy % TILE_SIZE as i16,
                        get_sprite_addr!(tiles),
                        world[tilesy as usize][tilesx as usize],
                    )
                }
            }
        }
        arduboy.fill_rect(0, 0, 48, 8, Color::Black);
        arduboy.set_cursor(0, 0);
        arduboy.print(0 - mapx / TILE_SIZE as i16);
        arduboy.print(f!(b",\0"));
        arduboy.print(0 - mapy / TILE_SIZE as i16)
    }
    fn titlescreen() {
        arduboy.set_cursor(0, 0);
        arduboy.print(f!(b"Title Screen\n\0"));
        if arduboy.just_pressed(A_BUTTON) {
            unsafe { gamestate.update(Gamestate::GamePlay) }
        }
    }
    unsafe fn player_input() {
        if arduboy.pressed(UP) {
            if mapy < PLAYER_Y_OFFSET {
                mapy += 1
            }
        }
        if arduboy.pressed(DOWN) {
            if PLAYER_Y_OFFSET + PLAYER_SIZE < mapy + TILE_SIZE as i16 * WORLD_HEIGHT as i16 {
                mapy -= 1
            }
        }
        if arduboy.pressed(LEFT) {
            if mapx < PLAYER_X_OFFSET {
                mapx += 1
            }
        }
        if arduboy.pressed(RIGHT) {
            if PLAYER_X_OFFSET + PLAYER_SIZE < mapx + TILE_SIZE as i16 * WORLD_WIDTH as i16 {
                mapx -= 1
            }
        }
    }
    unsafe fn gameplay() {
        player_input();
        draw_world();
        draw_player();
        if arduboy.just_pressed(A_BUTTON) {
            unsafe { gamestate.update(Gamestate::GameOver) }
        }
    }
    fn gameover_screen() {
        arduboy.set_cursor(0, 0);
        arduboy.print(f!(b"Game Over Screen\n\0"));
        if arduboy.just_pressed(A_BUTTON) {
            unsafe { gamestate.update(Gamestate::GameHigh) }
        }
    }
    fn highscore_screen() {
        arduboy.set_cursor(0, 0);
        arduboy.print(f!(b"High Score Screen\n\0"));
        if arduboy.just_pressed(A_BUTTON) {
            unsafe { gamestate.update(Gamestate::GameTitle) }
        }
    }

    unsafe fn gameloop() {
        match unsafe { gamestate } {
            Gamestate::GameTitle => titlescreen(),
            Gamestate::GamePlay => gameplay(),
            Gamestate::GameOver => gameover_screen(),
            Gamestate::GameHigh => highscore_screen(),
        }
    }