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Make copy of original pong template based version

This commit is contained in:
Jason Turner 2016-10-26 15:33:57 -06:00
parent 88d197e0d7
commit 36ad50fa32

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examples/pong_templates.cpp Normal file
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#include <cstdint>
#include <array>
#include <utility>
#include <algorithm>
#include <tuple>
namespace {
volatile uint8_t &memory(const uint16_t loc)
{
return *reinterpret_cast<uint8_t *>(loc);
}
template<typename T>
auto square(T t) {
return t * t;
}
constexpr bool test_bit(const uint8_t data, const uint8_t bit)
{
return (data & (1 << bit)) != 0;
};
struct Color
{
uint8_t num;
uint8_t r;
uint8_t g;
uint8_t b;
};
struct JoyStick
{
static constexpr uint16_t JOYSTICK_PORT_A = 56320; // joystick #2
static constexpr uint16_t JOYSTICK_PORT_B = 56321; // joystick #1
struct PortData
{
uint8_t data;
};
JoyStick(const PortData d)
: up(!test_bit(d.data, 0)),
down(!test_bit(d.data, 1)),
left(!test_bit(d.data, 2)),
right(!test_bit(d.data, 3)),
fire(!test_bit(d.data, 4))
{
}
JoyStick(const uint8_t port_num)
: JoyStick(PortData{port_num==2?memory(JOYSTICK_PORT_A):memory(JOYSTICK_PORT_B)})
{
}
auto direction_vector() const
{
return std::make_pair(left?-1:(right?1:0), up?-1:(down?1:0));
}
bool up,down,left,right,fire;
};
///
/// New Code
///
template<typename L1, typename L2, typename R1, typename R2>
auto operator+=(std::pair<L1&, L2&> lhs, const std::pair<R1, R2> &rhs)
{
lhs.first += rhs.first;
lhs.second += rhs.second;
return lhs;
}
template<typename L1, typename L2, typename R1, typename R2>
decltype(auto) operator*=(std::pair<L1, L2> &lhs, const std::pair<R1, R2> &rhs)
{
lhs.first *= rhs.first;
lhs.second *= rhs.second;
return (lhs);
}
void set_bit(const uint16_t loc, const uint8_t bitnum, bool val)
{
if (val) {
memory(loc) |= (1 << bitnum);
} else {
memory(loc) &= (0xFF ^ (1 << bitnum));
}
}
struct Player
{
Player(const uint8_t num, std::pair<volatile uint8_t &, volatile uint8_t &> sprite_pos,
const std::pair<uint8_t, uint8_t> &start_pos)
: player_num(num),
pos(sprite_pos)
{
pos = start_pos;
}
void update_position()
{
pos.second += JoyStick(player_num).direction_vector().second * 3;
};
void scored() {
++score;
}
const uint8_t player_num;
std::pair<volatile uint8_t &, volatile uint8_t &> pos;
uint8_t score = '0';
};
///
/// End New Code
///
struct VIC_II
{
static constexpr uint16_t SPRITE_DATA_POINTERS = 2040;
static constexpr uint16_t VIDEO_REGISTERS = 53248;
static constexpr uint16_t VIDEO_MEMORY = 1024;
static constexpr uint8_t SPRITE_STARTING_BANK = 192;
static constexpr uint16_t BORDER_COLOR = 53280;
static constexpr uint16_t BACKGROUND_COLOR = 53281;
static constexpr uint16_t SPRITE_POSITION_REGISTERS = VIDEO_REGISTERS;
static constexpr uint16_t SPRITE_ENABLE_BITS = VIDEO_REGISTERS + 21;
static constexpr uint16_t SPRITE_EXPAND_VERTICAL = VIDEO_REGISTERS + 23;
static constexpr uint16_t SPRITE_PRIORITY = VIDEO_REGISTERS + 27;
static constexpr uint16_t SPRITE_MULTICOLOR = VIDEO_REGISTERS + 28;
static constexpr uint16_t SPRITE_EXPAND_HORIZONTAL = VIDEO_REGISTERS + 29;
static constexpr uint16_t SPRITE_COLLISIONS = VIDEO_REGISTERS + 30;
static constexpr uint16_t SPRITE_0_COLOR = VIDEO_REGISTERS + 39;
static constexpr uint16_t SPRITE_1_COLOR = SPRITE_0_COLOR + 1;
static constexpr uint16_t SPRITE_2_COLOR = SPRITE_1_COLOR + 1;
static constexpr uint16_t SCREEN_RASTER_LINE = 53266;
volatile uint8_t& border() {
return memory(BORDER_COLOR);
}
volatile uint8_t& background() {
return memory(BACKGROUND_COLOR);
}
volatile uint8_t& display(uint8_t x, uint8_t y)
{
return memory(VIDEO_MEMORY + y * 40 + x);
}
template<uint8_t r, uint8_t g, uint8_t b>
static auto color_comparison(const Color &lhs, const Color &rhs)
{
// distance between colors:
// sqrt( (r1 - r2)^2 + (g1 - g2)^2 + (b1 - b2)^2 )
return (square(lhs.r - r) + square(lhs.g - g) + square(lhs.b - b))
< (square(rhs.r - r) + square(rhs.g - g) + square(rhs.b - b));
}
template<uint8_t r, uint8_t g, uint8_t b, typename Colors>
static auto nearest_color(const Colors &colors)
{
return *std::min_element(std::begin(colors), std::end(colors),
color_comparison<r,g,b>);
}
auto frame(Player &p1, Player &p2)
{
struct Frame
{
Frame(VIC_II &t_vic, Player &p1, Player &p2)
: player1(p1), player2(p2), vic(t_vic)
{
while (memory(SCREEN_RASTER_LINE) != 250) {}
}
~Frame() {
vic.display(10, 12) = player1.score;
vic.display(20, 12) = player2.score;
}
Player &player1;
Player &player2;
VIC_II &vic;
};
return Frame(*this, p1, p2);
}
void write_multi_color_pixel(uint16_t)
{
// 0th case
}
void write_pixel(uint16_t)
{
// 0th case
}
template<typename ... D >
void write_multi_color_pixel(uint16_t loc, uint8_t d1, uint8_t d2,
uint8_t d3, uint8_t d4, D ... d)
{
memory(loc) = (d1 << 6) | (d2 << 4) | (d3 << 2) | d4;
write_multi_color_pixel(loc + 1, d...);
}
template<typename ... D >
void write_pixel(uint16_t loc, bool d1, bool d2, bool d3, bool d4,
bool d5, bool d6, bool d7, bool d8, D ... d)
{
memory(loc) = (d1 << 7) | (d2 << 6) | (d3 << 5) | (d4 << 4) | (d5 << 3) | (d6 << 2) | (d7 << 1) | d8;
write_pixel(loc + 1, d...);
}
template<typename ... D>
void make_sprite(uint8_t memory_loc, D ... d)
{
if constexpr(sizeof...(d) == 12 * 21) {
write_multi_color_pixel((SPRITE_STARTING_BANK + memory_loc) * 64, d...);
} else {
write_pixel((SPRITE_STARTING_BANK + memory_loc) * 64, d...);
}
}
///
/// New Code
///
void enable_sprite(const uint8_t sprite_number, const uint8_t memory_loc,
const bool multicolor, const bool low_priority,
const bool double_width, const bool double_height)
{
memory(SPRITE_DATA_POINTERS + sprite_number)
= SPRITE_STARTING_BANK + memory_loc;
set_bit(SPRITE_ENABLE_BITS, sprite_number, true);
set_bit(SPRITE_EXPAND_HORIZONTAL, sprite_number, double_width);
set_bit(SPRITE_EXPAND_VERTICAL, sprite_number, double_height);
set_bit(SPRITE_MULTICOLOR, sprite_number, multicolor);
set_bit(SPRITE_PRIORITY, sprite_number, low_priority);
}
auto sprite_collisions() {
const auto collisions = memory(SPRITE_COLLISIONS);
return std::make_tuple(
test_bit(collisions, 0),test_bit(collisions, 1),test_bit(collisions, 2),
test_bit(collisions, 3),test_bit(collisions, 4),test_bit(collisions, 5),
test_bit(collisions, 6),test_bit(collisions, 7));
}
volatile uint8_t &sprite_1_color()
{
return memory(SPRITE_1_COLOR);
}
volatile uint8_t &sprite_2_color()
{
return memory(SPRITE_2_COLOR);
}
std::pair<volatile uint8_t &, volatile uint8_t &>
sprite_pos(const uint8_t sprite_num)
{
return {
memory(SPRITE_POSITION_REGISTERS + sprite_num * 2),
memory(SPRITE_POSITION_REGISTERS + sprite_num * 2 + 1)
};
}
///
/// End New Code
///
};
}
int main()
{
const std::array<Color, 16> colors = {{
Color{0, 0x00, 0x00, 0x00},
Color{1, 0xFF, 0xFF, 0xFF},
Color{2, 0x88, 0x39, 0x32},
Color{3, 0x67, 0xB6, 0xBD},
Color{4, 0x8B, 0x3F, 0x96},
Color{5, 0x55, 0xA0, 0x49},
Color{6, 0x40, 0x31, 0x8D},
Color{7, 0xBF, 0xCE, 0x72},
Color{8, 0x8B, 0x54, 0x29},
Color{9, 0x57, 0x42, 0x00},
Color{10, 0xB8, 0x69, 0x62},
Color{11, 0x50, 0x50, 0x50},
Color{12, 0x78, 0x78, 0x78},
Color{13, 0x94, 0xE0, 0x89},
Color{14, 0x78, 0x69, 0xC4},
Color{15, 0x9F, 0x9F, 0x9F}
}};
VIC_II vic;
vic.make_sprite(0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,
0,0,0,0,0,0,1,1,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,
0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,
0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,
0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
);
vic.make_sprite(1,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,0,0,0,
0,0,0,0,0,3,3,0,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,0,0,
0,0,0,0,0,3,3,0,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,0,0,
0,0,0,0,0,3,3,0,0,0,0,0
);
vic.enable_sprite(0, 0, false, true, false, false);
vic.enable_sprite(1, 1, true, false, false, true);
vic.enable_sprite(2, 1, true, false, false, true);
vic.border() = vic.nearest_color<128,128,128>(colors).num; // 50% grey
vic.background() = vic.nearest_color<0,0,0>(colors).num; // black
vic.sprite_1_color() = vic.nearest_color<255,0,0>(colors).num; // red
vic.sprite_2_color() = vic.nearest_color<0,255,0>(colors).num; // green
///
/// Game Logic
///
std::pair<int8_t, int8_t> ball_velocity{1,1};
const auto reset_ball = [&vic]{
// resets position but keeps velocity
vic.sprite_pos(0) = std::make_pair(255/2, 255/2);
};
reset_ball();
Player p1(1, vic.sprite_pos(1), {15, 255/2});
Player p2(2, vic.sprite_pos(2), {255, 255/2});
///
/// Game Loop
///
while (true) {
auto frame = vic.frame(p1, p2);
if (const auto [s0, s1, s2, s3, s4, s5, s6, s7] = vic.sprite_collisions();
s0 && (s1 || s2))
{
// ball hit paddle, invert ball x velocity
ball_velocity *= std::make_pair(-1, 1);
// "bounce" ball out of collision area
vic.sprite_pos(0) += std::make_pair(ball_velocity.first, 0);
}
// Update paddle positions
p1.update_position();
p2.update_position();
const auto score = [reset_ball](auto &player){
// called when a player scores
player.scored();
reset_ball();
};
if (const auto [ball_x, ball_y] = vic.sprite_pos(0) += ball_velocity;
ball_y == 45 || ball_y == 235)
{
// ball hit the top or bottom wall, invert ball y velocity
ball_velocity *= std::make_pair(1, -1);
} else if (ball_x == 1) {
// ball hit left wall, player 2 scored
score(p2);
} else if (ball_x == 255) {
// ball hit right wall, player 1 scored
score(p1);
}
}
}