tamamo/src/tframe.zig

201 lines
3.5 KiB
Zig

const sh0rk = @import("./sh0rk.zig");
const w4 = @import("./wasm4.zig");
const sprites = @import("./sprites.zig");
pub var enabled: bool = false;
var curr_text: []const u8 = undefined;
var text_index: usize = 0;
var text_counter: u4 = 0;
fn frame() void {
w4.m.colors.* = .{
._0 = .p0,
._1 = .p1,
._2 = .p2,
._3 = .p3,
};
w4.blitSub(
&sprites.frame,
0,
128,
8,
8,
0,
0,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
152,
128,
8,
8,
16,
0,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
0,
136,
8,
8,
0,
8,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
152,
144,
8,
8,
16,
8,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
152,
136,
8,
8,
16,
8,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
0,
144,
8,
8,
0,
8,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
0,
152,
8,
8,
0,
16,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
152,
152,
8,
8,
16,
16,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
var i: u8 = 0;
while (i < 18) {
defer i += 1;
w4.blitSub(
&sprites.frame,
(i * 8) + 8,
128,
8,
8,
8,
0,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
(i * 8) + 8,
136,
8,
8,
8,
8,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
(i * 8) + 8,
144,
8,
8,
8,
8,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
w4.blitSub(
&sprites.frame,
(i * 8) + 8,
152,
8,
8,
8,
16,
sprites.frame_width,
w4.BlitFlags{.two_bits = true},
);
}
}
pub fn set_text(text: []const u8) void {
enabled = true;
curr_text = text;
text_index = 0;
text_counter = 15;
}
pub fn update(gamepad: w4.GamePad) void {
frame();
w4.m.colors._0 = .p3;
w4.m.colors._1 = .transparent;
w4.text(curr_text[0..text_index], 6, 132);
if (gamepad.a) {
w4.trace("dismissing");
enabled = false;
text_index = 0;
curr_text = "";
}
if (text_index < curr_text.len) {
text_counter -= 1;
if (gamepad.b) {
text_counter = 0;
}
if (text_counter == 0) {
text_index += 1;
text_counter = 4;
}
}
}