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crisp-game-lib-portable-funkey

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Seperate repository for funkey-s / RG-Nano as i had to modify games and library to account for a bug that only occurs on those devices. The trig functions need to have normalized angles (between 0 & 2 x PI) or it will fail over time and draw squares instead of circles and so. And i could not easily fit in those changes in the original authors repository where i plan to PR the SDL1 & SDL2 port against

original repo is here https://github.com/abagames/crisp-game-lib-portable/ this version is based on my SDL1 port with adaptations for the funkey and rgnano Below you can find the original Readme

Screenshots

screenshot 1 screenshot 2 screenshot 3 screenshot 4

Playing the Game

The library starts up on the menu where you choose a game and play it, at the beginning of each game it will tell you the controls / behaviour

Controls

  • Dpad: Select menu's
  • A: Confirm in menus, button action in game
  • B: On menu item lower in menus, button action in game
  • Y: Switch sound calculation (default does sound the best)
  • X: Switch Alternate views & overlays which are saved per game
  • START: Switch between dark color mode enabled or not, this is saved per game
  • L: Decrease Volume
  • R: Increase Volume
  • Menu button: Quit current game, exit game

Preview for retrofe

preview

  • created by Sai from funkey discord

preview

  • created by me using images from Sai above and banner from TommyShots previews

crisp-game-lib-portable

Minimal C-lang library for creating classic arcade-like mini-games running on devices and browsers. Re-implemented version of crisp-game-lib for smaller devices. You can play sample games in your browser.

Target devices

Sample game codes and reference

How to write your own game

  1. Copy game_Template.c to game[your game name].c

  2. Comment out other games in menuGameList.c and add void addGame[your game name](); and addGame[your game name]()

    ...(snip)...
    void addGameReflector();
    void addGame[your game name]();
    
    void addGames() {
      /*addGameThunder();
      ...(snip)...
      addGameReflector();*/
      addGame[your game name]();
    }
    
  3. Write your own game in game[your game name].c and rename void addGame_Template() { to void addGame[your game name]() {

  4. Build for browser and debug

  5. Once the game is complete, revert other games that were commented out in menuGameList.c and build it for other devices

Build for [target device]

M5StickCPlus, M5Stack, PyBadge

  1. Install LovyanGFX library

  2. Create cglp[target device]/ directory (e.g. cglpM5StickCPlus/)

  3. Copy cglp[target device].ino, ./src/lib/* and ./src/games/* files to the directory

  4. Verify and upload cglp[target device].ino with Arduino IDE

Playdate

  1. Copy ./src/cglpPlaydate directory

  2. Create cglpPlaydate/build directory

  3. Move to cglpPlaydate/build directory and cmake ..

  4. Open crisp-game-lib-portable.sln with Visual Studio

  5. Build the solution (see Building for the Simulator using Visual Studio)

  6. See also Building for the Playdate using NMake

Arduboy

Note: Some features are limited due to device resource limitations.

ESP32-2432S028R

ESPboy

Browser

  1. Install Emscripten

  2. Run dev npm script to start the dev server and watch js files

  3. Run dev_c npm script to watch c files and build wasm files

How to operate

Back to the game selection menu

  • Hold down the A button and press the B button (M5StickCPlus, M5Stack)
  • Press the SELECT button (PyBadge)
  • Press A, B, Up and Right buttons simultaneously (Playdate)
  • Press the X key while holding down the up and down arrow keys (Browser)

Toggle sound on/off

  • Press the B button (M5StickCPlus)
  • Press the C Button (M5Stack)
  • Press the START button (PyBadge)
  • Press the Z key while holding down the up and down arrow keys (Browser)

Key assignment on browser

  • (A) X key, (B) Z key, (left/right/up/down) arrow keys

How to port the library to other devices

The source codes for library and games are written device-independent. Besides, you need to implement device-dependent code for the following functions:

  • Device initialization function (e.g. setup() in Arduino) that calls initGame()

  • Frame update function (e.g. loop() in Arduino) that calls setButtonState() and updateFrame()

    • The state of the button press must be notified to the library with the setButtonState()
  • Drawing and audio processing functions that are defined in machineDependent.h

    • md_getAudioTime() function should return the audio timer value in seconds
    • md_playTone(float freq, float duration, float when) function should play a tone with freq frequency, duration length (in seconds) and staring from when seconds on the audio timer
    • md_drawCharacter(unsigned char grid[CHARACTER_HEIGHT][CHARACTER_WIDTH][3], float x, float y, int hash) function should draw the pixel art defined by grid[y][x][r, g, b] at position (x, y). Since hash will be the same for the same pixel art, you can cache pixel art images using hash as an index and avoid redrawing the same image

Sample device-dependent codes are cglpM5StickCPlus.ino and cglpPyBadge.ino.

Porting games from crisp-game-lib using an AI chatbot

You can use an AI chatbot to port game source code for crisp-game-lib to crisp-game-lib-portable. By providing the prompt and set of files to the chatbot, you can obtain the code ported to the C language. I have tried this using Claude 3 Opus, but it is expected to work to some extent with other LLMs as well. The ported code is not perfect, so it needs to be manually checked and corrected.