#![no_std]
#![no_main]
use agb::display;
struct Vector2D {
x: i32,
y: i32,
}
#[agb::entry]
fn main(mut gba: agb::Gba) -> ! {
let vblank = agb::interrupt::VBlank::get();
let mut input = agb::input::ButtonController::new();
loop {
bitmap3_mode(&mut gba.display.video.bitmap3(), &vblank, &mut input);
bitmap4_mode(&mut gba.display.video.bitmap4(), &vblank, &mut input);
}
}
fn bitmap3_mode(
bitmap: &mut display::bitmap3::Bitmap3,
vblank: &agb::interrupt::VBlank,
input: &mut agb::input::ButtonController,
) {
let mut pos = Vector2D {
x: display::WIDTH / 2,
y: display::HEIGHT / 2,
};
loop {
vblank.wait_for_vblank();
input.update();
if input.is_just_pressed(agb::input::Button::B) {
break;
}
pos.x += input.x_tri() as i32;
pos.y += input.y_tri() as i32;
pos.x = pos.x.clamp(0, display::WIDTH - 1);
pos.y = pos.y.clamp(0, display::HEIGHT - 1);
bitmap.draw_point(pos.x, pos.y, 0x001F);
}
}
fn bitmap4_mode(
bitmap: &mut display::bitmap4::Bitmap4,
vblank: &agb::interrupt::VBlank,
input: &mut agb::input::ButtonController,
) {
bitmap.set_palette_entry(1, 0x001F);
bitmap.set_palette_entry(2, 0x03E0);
bitmap.draw_point_page(
display::WIDTH / 2,
display::HEIGHT / 2,
1,
display::bitmap4::Page::Front,
);
bitmap.draw_point_page(
display::WIDTH / 2 + 5,
display::HEIGHT / 2,
2,
display::bitmap4::Page::Back,
);
let mut count = 0;
loop {
vblank.wait_for_vblank();
input.update();
if input.is_just_pressed(agb::input::Button::B) {
break;
}
count += 1;
if count % 6 == 0 {
bitmap.flip_page();
}
}
}