add support for game input

This commit is contained in:
2021-11-28 22:47:23 +01:00
parent 667a222331
commit 8695a222f0
8 changed files with 156 additions and 13 deletions

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@@ -0,0 +1,60 @@
import "env.memory" memory(4);
import "env.rectangle" fn rect(f32, f32, f32, f32, i32);
import "env.circle" fn circle(f32, f32, f32, i32);
import "env.isButtonPressed" fn btn(i32) -> i32;
import "env.random" fn random() -> i32;
import "env.randomSeed" fn randomSeed(i32);
import "env.cls" fn cls(i32);
global mut pz: i32 = 4;
global mut px: f32 = 2.0;
global mut py: f32 = 2.0;
global mut s: f32 = 2.0;
global mut f: f32 = 2.0;
export fn upd() {
let y: i32;
let inline zero = 0.0;
let lazy control_speed = 0.03;
s = s + 0.1 - (f + control_speed) * btn(4 <| cls(4)) as f32;
f = f * 0.7;
loop lines {
let lazy z = (4000 / (y := y + 1) + pz) / 20;
let lazy x = px - ({randomSeed(z); random()} >> 30) as f32;
let lazy w = 9 as f32 / sqrt(z as f32);
let lazy rx = 160 as f32 - (y as f32 * x);
let inline rw = y as f32 * w;
let inline c = (z & 1) * -2;
let inline yf = y as f32;
rect(rx, yf, rw, yf / 6 as f32, c + 1);
rect(rx, yf, rw, 1 as f32, c - 4);
if y == 180 & py > zero {
if x > w | x < zero {
if btn(5) {
pz = 5;
px = 2 as f32;
}
return;
}
py = zero;
s = zero;
f = 0.8;
}
branch_if y < 240: lines;
}
circle(160 as f32, 160 as f32 + py, 22 as f32, -28);
circle((160 - 6) as f32, (160 - 6) as f32 + py, 6 as f32, -26);
px = px + (btn(3) - btn(2)) as f32 * control_speed;
py = py + s;
pz = pz + 1;
}

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@@ -0,0 +1,25 @@
import "env.memory" memory(4);
import "env.sin" fn sin(f32) -> f32;
import "env.time" fn time() -> f32;
export fn upd() {
let i: i32;
loop screen {
let inline t = time() / 2 as f32;
let lazy o = sin(t) * 0.8;
let lazy q = (i % 320) as f32 - 160.1;
let lazy w = (i / 320 - 120) as f32;
let lazy r = sqrt(q*q + w*w);
let lazy z = q / r;
let lazy s = z * o + sqrt(z * z * o * o + 1 as f32 - o * o);
let lazy q2 = (z * s - o) * 10 as f32 + t;
let lazy w2 = w / r * s * 10 as f32 + t;
let lazy s2 = s * 100 as f32 / r;
i?120 = max(
0 as f32,
((q2 as i32 ^ w2 as i32 & ((s2 + time()) * 10 as f32) as i32) & 5) as f32 *
(4 as f32 - s2) as f32
) as i32 - 32;
branch_if (i := i + 1) < 320*240: screen
}
}

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@@ -0,0 +1,27 @@
import "env.memory" memory(2);
import "env.fmod" fn fmod(f32, f32) -> f32;
import "env.time" fn time() -> f32;
export fn upd() {
let i: i32;
loop pixels {
let lazy x = (i % 320 - 160) as f32;
let lazy y = (i / 320) as f32 - 120.5;
let lazy z = time() + 20 as f32 / sqrt(x*x + y*y);
let inline z_int = z as i32;
let lazy q = select(z_int % 9 >= 6, z, (z_int - (z_int % 9 - 6)) as f32);
let lazy w = 9 as f32 / y + time();
let inline s = q - time();
let inline m = x * s / 50 as f32;
i?120 = select(y > 0 as f32 & w < q,
select(abs(x * (w - time())) < 9 as f32, -2, -18) - w as i32 % 2,
select(y * s > -99 as f32 / (m * m + 1 as f32),
select(z_int % 9 >= 6, z_int % 2 - 31, -27),
(-10 as f32 + y / 23 as f32 + fmod(y / 4 as f32, 1 as f32)) as i32
)
);
branch_if (i := i + 1) < 320*240: pixels;
}
}

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@@ -2,12 +2,16 @@ import "env.memory" memory(4);
import "env.cos" fn cos(f32) -> f32;
export fn time() -> i32 {
0!64
export fn time() -> f32 {
(0!64) as f32 / 1000 as f32
}
export fn ftime() -> f32 {
(0!64) as f32 / 1000 as f32
export fn isButtonPressed(btn: i32) -> i32 {
(68!0 >> btn) & 1
}
export fn isButtonTriggered(btn: i32) -> i32 {
((68!0 & (-1 - 68!4)) >> btn) & 1
}
global mut randomState: i64 = 37i64;
@@ -117,6 +121,10 @@ export fn circle(cx: f32, cy: f32, radius: f32, col: i32) {
}
}
export fn endFrame() {
68!4 = 68!0;
}
start fn setup() {
let i: i32 = 12*16*3-1;
let avg: f32;

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@@ -8,6 +8,8 @@ use wasmtime::{
Engine, GlobalType, Memory, MemoryType, Module, Mutability, Store, TypedFunc, ValType,
};
static GAMEPAD_KEYS: &'static [Key] = &[Key::Up, Key::Down, Key::Left, Key::Right, Key::Z, Key::X, Key::A, Key::S];
pub struct MicroW8 {
engine: Engine,
loader_module: Module,
@@ -19,7 +21,8 @@ pub struct MicroW8 {
struct UW8Instance {
store: Store<()>,
memory: Memory,
upd: TypedFunc<(), ()>,
end_frame: TypedFunc<(), ()>,
update: TypedFunc<(), ()>,
start_time: Instant,
}
@@ -30,7 +33,11 @@ impl MicroW8 {
let loader_module =
wasmtime::Module::new(&engine, include_bytes!("../platform/bin/loader.wasm"))?;
let mut window = Window::new("MicroW8", 320, 240, WindowOptions::default())?;
let mut options = WindowOptions::default();
options.scale = minifb::Scale::X2;
options.scale_mode = minifb::ScaleMode::AspectRatioStretch;
options.resize = true;
let mut window = Window::new("MicroW8", 320, 240, options)?;
window.limit_update_rate(Some(std::time::Duration::from_micros(16666)));
Ok(MicroW8 {
@@ -123,12 +130,14 @@ impl MicroW8 {
}
let instance = linker.instantiate(&mut store, &module)?;
let upd = instance.get_typed_func::<(), (), _>(&mut store, "upd")?;
let end_frame = platform_instance.get_typed_func::<(), (), _>(&mut store, "endFrame")?;
let update = instance.get_typed_func::<(), (), _>(&mut store, "upd")?;
self.instance = Some(UW8Instance {
store,
memory,
upd,
end_frame,
update,
start_time: Instant::now(),
});
@@ -137,9 +146,22 @@ impl MicroW8 {
pub fn run_frame(&mut self) -> Result<()> {
if let Some(mut instance) = self.instance.take() {
instance.memory.data_mut(&mut instance.store)[64..68]
.copy_from_slice(&(instance.start_time.elapsed().as_millis() as i32).to_le_bytes());
instance.upd.call(&mut instance.store, ())?;
{
let time = instance.start_time.elapsed().as_millis() as i32;
let mut gamepad: u32 = 0;
for key in self.window.get_keys().unwrap_or(Vec::new()) {
if let Some(index) = GAMEPAD_KEYS.iter().enumerate().find(|(_, &k)| k == key).map(|(i, _)| i) {
gamepad |= 1 << index;
}
}
let mem = instance.memory.data_mut(&mut instance.store);
mem[64..68].copy_from_slice(&time.to_le_bytes());
mem[68..72].copy_from_slice(&gamepad.to_le_bytes());
}
instance.update.call(&mut instance.store, ())?;
instance.end_frame.call(&mut instance.store, ())?;
let framebuffer = &instance.memory.data(&instance.store)[120..];
let palette = &framebuffer[320 * 240..];

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@@ -77,8 +77,9 @@ impl BaseModule {
add_function(&mut functions, &type_map, "rectangle", &[F32, F32, F32, F32, I32], None);
add_function(&mut functions, &type_map, "circle", &[F32, F32, F32, I32], None);
add_function(&mut functions, &type_map, "time", &[], Some(I32));
add_function(&mut functions, &type_map, "ftime", &[], Some(F32));
add_function(&mut functions, &type_map, "time", &[], Some(F32));
add_function(&mut functions, &type_map, "isButtonPressed", &[I32], Some(I32));
add_function(&mut functions, &type_map, "isButtonTriggered", &[I32], Some(I32));
for i in functions.len()..64 {
add_function(