Initial template

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Locria Cyber 2022-04-24 17:46:36 +08:00
commit a39ba72202
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zig-cache/
zig-out/

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# snek
A game written in Zig for the [WASM-4](https://wasm4.org) fantasy console.
## Building
Build the cart by running:
```shell
zig build -Drelease-small=true
```
Then run it with:
```shell
w4 run zig-out/lib/cart.wasm
```
For more info about setting up WASM-4, see the [quickstart guide](https://wasm4.org/docs/getting-started/setup?code-lang=zig#quickstart).
## Links
- [Documentation](https://wasm4.org/docs): Learn more about WASM-4.
- [Snake Tutorial](https://wasm4.org/docs/tutorials/snake/goal): Learn how to build a complete game
with a step-by-step tutorial.
- [GitHub](https://github.com/aduros/wasm4): Submit an issue or PR. Contributions are welcome!

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const std = @import("std");
pub fn build(b: *std.build.Builder) !void {
const mode = b.standardReleaseOptions();
const lib = b.addSharedLibrary("cart", "src/main.zig", .unversioned);
lib.setBuildMode(mode);
lib.setTarget(.{ .cpu_arch = .wasm32, .os_tag = .freestanding });
lib.import_memory = true;
lib.initial_memory = 65536;
lib.max_memory = 65536;
lib.stack_size = 14752;
// Export WASM-4 symbols
lib.export_symbol_names = &[_][]const u8{ "start", "update" };
lib.install();
}

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src/main.zig Normal file
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const w4 = @import("wasm4.zig");
const smiley = [8]u8{
0b11000011,
0b10000001,
0b00100100,
0b00100100,
0b00000000,
0b00100100,
0b10011001,
0b11000011,
};
export fn update() void {
w4.DRAW_COLORS.* = 2;
w4.text("Hello from Zig!", 10, 10);
const gamepad = w4.GAMEPAD1.*;
if (gamepad & w4.BUTTON_1 != 0) {
w4.DRAW_COLORS.* = 4;
}
w4.blit(&smiley, 76, 76, 8, 8, w4.BLIT_1BPP);
w4.text("Press X to blink", 16, 90);
}

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//
// WASM-4: https://wasm4.org/docs
//
//
// Platform Constants
//
//
pub const SCREEN_SIZE: u32 = 160;
//
//
// Memory Addresses
//
//
pub const PALETTE: *[4]u32 = @intToPtr(*[4]u32, 0x04);
pub const DRAW_COLORS: *u16 = @intToPtr(*u16, 0x14);
pub const GAMEPAD1: *const u8 = @intToPtr(*const u8, 0x16);
pub const GAMEPAD2: *const u8 = @intToPtr(*const u8, 0x17);
pub const GAMEPAD3: *const u8 = @intToPtr(*const u8, 0x18);
pub const GAMEPAD4: *const u8 = @intToPtr(*const u8, 0x19);
pub const MOUSE_X: *const i16 = @intToPtr(*const i16, 0x1a);
pub const MOUSE_Y: *const i16 = @intToPtr(*const i16, 0x1c);
pub const MOUSE_BUTTONS: *const u8 = @intToPtr(*const u8, 0x1e);
pub const SYSTEM_FLAGS: *u8 = @intToPtr(*u8, 0x1f);
pub const FRAMEBUFFER: *[6400]u8 = @intToPtr(*[6400]u8, 0xA0);
pub const BUTTON_1: u8 = 1;
pub const BUTTON_2: u8 = 2;
pub const BUTTON_LEFT: u8 = 16;
pub const BUTTON_RIGHT: u8 = 32;
pub const BUTTON_UP: u8 = 64;
pub const BUTTON_DOWN: u8 = 128;
pub const MOUSE_LEFT: u8 = 1;
pub const MOUSE_RIGHT: u8 = 2;
pub const MOUSE_MIDDLE: u8 = 4;
pub const SYSTEM_PRESERVE_FRAMEBUFFER: u8 = 1;
pub const SYSTEM_HIDE_GAMEPAD_OVERLAY: u8 = 2;
//
//
// Drawing Functions
//
//
/// Copies pixels to the framebuffer.
pub extern fn blit(sprite: [*]const u8, x: i32, y: i32, width: i32, height: i32, flags: u32) void;
/// Copies a subregion within a larger sprite atlas to the framebuffer.
pub extern fn blitSub(sprite: [*]const u8, x: i32, y: i32, width: i32, height: i32, src_x: u32, src_y: u32, stride: i32, flags: u32) void;
pub const BLIT_2BPP: u32 = 1;
pub const BLIT_1BPP: u32 = 0;
pub const BLIT_FLIP_X: u32 = 2;
pub const BLIT_FLIP_Y: u32 = 4;
pub const BLIT_ROTATE: u32 = 8;
/// Draws a line between two points.
pub extern fn line(x1: i32, y1: i32, x2: i32, y2: i32) void;
/// Draws an oval (or circle).
pub extern fn oval(x: i32, y: i32, width: i32, height: i32) void;
/// Draws a rectangle.
pub extern fn rect(x: i32, y: i32, width: u32, height: u32) void;
/// Draws text using the built-in system font.
pub fn text(str: []const u8, x: i32, y: i32) void {
textUtf8(str.ptr, str.len, x, y);
}
extern fn textUtf8(strPtr: [*]const u8, strLen: usize, x: i32, y: i32) void;
/// Draws a vertical line
pub extern fn vline(x: i32, y: i32, len: u32) void;
/// Draws a horizontal line
pub extern fn hline(x: i32, y: i32, len: u32) void;
//
//
// Sound Functions
//
//
/// Plays a sound tone.
pub extern fn tone(frequency: u32, duration: u32, volume: u32, flags: u32) void;
pub const TONE_PULSE1: u32 = 0;
pub const TONE_PULSE2: u32 = 1;
pub const TONE_TRIANGLE: u32 = 2;
pub const TONE_NOISE: u32 = 3;
pub const TONE_MODE1: u32 = 0;
pub const TONE_MODE2: u32 = 4;
pub const TONE_MODE3: u32 = 8;
pub const TONE_MODE4: u32 = 12;
pub const TONE_PAN_LEFT: u32 = 16;
pub const TONE_PAN_RIGHT: u32 = 32;
//
//
// Storage Functions
//
//
/// Reads up to `size` bytes from persistent storage into the pointer `dest`.
pub extern fn diskr(dest: [*]u8, size: u32) u32;
/// Writes up to `size` bytes from the pointer `src` into persistent storage.
pub extern fn diskw(src: [*]const u8, size: u32) u32;
//
//
// Other Functions
//
//
/// Prints a message to the debug console.
pub fn trace(x: []const u8) void {
traceUtf8(x.ptr, x.len);
}
extern fn traceUtf8(strPtr: [*]const u8, strLen: usize) void;
/// Use with caution, as there's no compile-time type checking.
///
/// * %c, %d, and %x expect 32-bit integers.
/// * %f expects 64-bit floats.
/// * %s expects a *zero-terminated* string pointer.
///
/// See https://github.com/aduros/wasm4/issues/244 for discussion and type-safe
/// alternatives.
pub extern fn tracef(x: [*:0]const u8, ...) void;