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uxn/projects/examples/demos/bunnymark.tal

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Tal
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( bunnymark.tal )
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( November 2021, Kira Oakley )
( March 2022, Devine Lu Linvega )
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|00 @System &vector $2 &pad $6 &r $2 &g $2 &b $2 &debug $1 &halt $1
|20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
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|80 @Controller &vector $2 &button $1 &key $1
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|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &wheel $1
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|c0 @DateTime &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1
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|0000
@frames $2
@last $1
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|0100
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@on-reset ( -> )
( | theme )
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#2ce9 .System/r DEO2
#01c0 .System/g DEO2
#2ce5 .System/b DEO2
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( | interrupts )
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;on-frame .Screen/vector DEO2
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( | fps label )
.Screen/width DEI2 #0046 SUB2 .Screen/x DEO2
#0008 .Screen/y DEO2
;text/fps #42 <draw-str>
( | bunnies label )
#0004 .Screen/x DEO2
;text/bunnies #42 <draw-str>
( | instructions label )
.Screen/width DEI2 #01 SFT2 #0050 SUB2 .Screen/x DEO2
;text/instructions #43 <draw-str>
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#0028 #0008 #0000 <draw-dec>
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( | seed prng )
prng-init BRK
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@on-frame ( -> )
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.frames LDZ2k INC2 ROT STZ2
.DateTime/second DEI .last LDZ EQU ?{
.DateTime/second DEI .last STZ
.Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 <draw-dec>
#0000 .frames STZ2 }
( | mouse handling )
.Mouse/state DEI
( ) DUP #01 NEQ ?{ add-bunny }
( ) #02 LTH ?{ remove-bunny }
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( | controller handling )
.Controller/button DEI
( ) DUP #01 NEQ ?{ add-bunny }
( ) #02 LTH ?{ remove-bunny }
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( | clear )
#0000 DUP2 .Screen/x DEO2
.Screen/y DEO2
[ LIT2 80 -Screen/pixel ] DEO
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;sprite/length LDA2 #0000
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&loop ( -- )
EQU2k ?&bail
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DUP2 <draw-bunny>
INC2 !&loop
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&bail ( -- )
POP2 POP2 BRK
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@add-bunny ( -- )
;sprite/length LDA2
( | cap bunny count at 65535 )
DUP2 #ffff EQU2 ?&bail
( | compute the offset to the beginning of this new bunny's data )
DUP2 #30 SFT2 ;sprite/array ADD2
( | populate the new bunny's x/y/xvel/yvel with random values )
#00 rand OVR2 STA2
rand #1f AND rand OVR2 INC2 INC2 STA2
#00 rand #7f AND OVR2 #0004 ADD2 STA2
#00 rand #7f AND OVR2 #0006 ADD2 STA2
( | pop ptr to bunny data )
POP2
( | write new increased array length )
INC2 DUP2 ;sprite/length STA2
( | update label )
STH2k #0028 #0008 STH2r <draw-dec>
&bail ( pop sprite/length )
POP2 JMP2r
@remove-bunny ( -- )
;sprite/length LDA2
( don't let length go below 0 ) ORAk #00 EQU ?&bail
#0001 SUB2 DUP2 ;sprite/length STA2
( update label ) STH2k #0028 #0008 STH2r <draw-dec>
&bail POP2 JMP2r
(
@|drawing )
@<draw-bunny> ( idx -- )
( | compute the offset to the beginning of this bunny's data )
#30 SFT2 ;sprite/array ADD2
( | move the sprite by its velocity )
LDA2k OVR2 #0004 ADD2 LDA2 ADD2 OVR2 STA2
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INC2k INC2 LDA2 OVR2 #0006 ADD2 LDA2 ADD2 OVR2 INC2 INC2 STA2
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( | check for right wall collision + bounce x )
DUP2 #0004 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-x
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LDA2k #05 SFT2 #0008 ADD2 .Screen/width DEI2 LTH2 ?&skip-max-x
DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2
&skip-max-x ( check for left wall collision + bounce x )
LDA2k #0f SFT2 #0000 EQU2 ?&skip-min-x
DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2
&skip-min-x ( check for bottom wall collision + bounce y )
DUP2 #0006 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-y
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INC2k INC2 LDA2 #05 SFT2 #0010 ADD2 .Screen/height DEI2 LTH2 ?&skip-max-y
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DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2
!&skip-gravity
&skip-max-y ( check for top wall collision + bounce x )
INC2k INC2 LDA2 #0f SFT2 #0000 EQU2 ?&skip-min-y
DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2
!&skip-gravity
&skip-min-y ( apply gravity )
DUP2 #0006 ADD2 LDA2 #0004 ADD2 OVR2 #0006 ADD2 STA2
&skip-gravity ( draw the sprite )
( top ) LDA2k #05 SFT2 .Screen/x DEO2
INC2 INC2 LDA2 #05 SFT2 .Screen/y DEO2
( draw ) [ LIT2 15 -Screen/auto ] DEO
;bunny-chr .Screen/addr DEO2
[ LIT2 85 -Screen/sprite ] DEO
[ LIT2 00 -Screen/auto ] DEO
JMP2r
@<draw-str> ( x* y* text* color -- )
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,&t STR
[ LIT2 01 -Screen/auto ] DEO
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&loop ( -- )
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LDAk #20 SUB #00 SWP #30 SFT2 ;font ADD2 .Screen/addr DEO2
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[ LIT2 &t $1 -Screen/sprite ] DEO
INC2 LDAk ?&loop
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POP2 JMP2r
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@<draw-dec> ( x* y* num* -- )
[ LIT2 01 -Screen/auto ] DEO
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SWP2 .Screen/y DEO2
SWP2 .Screen/x DEO2
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#2710 DIV2k DUP <draw-digit>
MUL2 SUB2 #03e8 DIV2k DUP <draw-digit>
MUL2 SUB2 #0064 DIV2k DUP <draw-digit>
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MUL2 SUB2 NIP #0a DIVk DUP <draw-digit>
MUL SUB <draw-digit>
[ LIT2 00 -Screen/auto ] DEO
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JMP2r
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@<draw-digit> ( num -- )
#30 SFT #00 SWP ;font/num ADD2 .Screen/addr DEO2
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[ LIT2 41 -Screen/sprite ] DEO
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JMP2r
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(
@|random )
@prng-init ( -- )
[ LIT2 00 -DateTime/second ] DEI [ LIT2 00 -DateTime/minute ] DEI #60 SFT2 EOR2 [ LIT2 00 -DateTime/hour ] DEI #c0 SFT2 EOR2 ,prng/x STR2
[ LIT2 00 -DateTime/hour ] DEI #04 SFT2 [ LIT2 00 -DateTime/day ] DEI #10 SFT2 EOR2 [ LIT2 00 -DateTime/month ] DEI #60 SFT2 EOR2 .DateTime/year DEI2 #a0 SFT2 EOR2 ,prng/y STR2
JMP2r
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@prng ( -- number* )
[ LIT2 &x $2 ] DUP2 #50 SFT2 EOR2 DUP2 #03 SFT2 EOR2 [ LIT2 &y $2 ] DUP2 ,&x STR2
DUP2 #01 SFT2 EOR2 EOR2 ,&y STR2k POP JMP2r
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@rand ( -- number )
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prng ADD JMP2r
( static string data )
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(
@|assets )
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@text &fps "FPS: $1
&bunnies "BUNS: $1
&instructions "CLICK 20 "TO 20 "ADD 20 "BUNNIES! $1
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@font ( atari8.uf1 )
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[
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0000 0000 0000 0000 6060 6060 6000 6000
6666 6600 0000 0000 006c fe6c 6cfe 6c00
183e 603c 067c 1800 0066 6c18 3066 4600
386c 3870 decc 7600 6060 6000 0000 0000
0e1c 1818 181c 0e00 7038 1818 1838 7000
0066 3cff 3c66 0000 0018 187e 1818 0000
0000 0000 0030 3060 0000 007e 0000 0000
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0000 0000 0018 1800 0206 0c18 3060 4000 ] &num [
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3c66 6e76 6666 3c00 1838 1818 1818 7e00
3c66 060c 1830 7e00 7e0c 180c 0666 3c00
0c1c 3c6c 7e0c 0c00 7e60 7c06 0666 3c00
3c60 607c 6666 3c00 7e06 0c18 3030 3000
3c66 663c 6666 3c00 3c66 663e 060c 3800
0060 6000 6060 0000 0030 3000 3030 6000
0c18 3060 3018 0c00 0000 7e00 007e 0000
6030 180c 1830 6000 3c66 060c 1800 1800
3c66 6e6a 6e60 3e00 183c 6666 7e66 6600
7c66 667c 6666 7c00 3c66 6060 6066 3c00
786c 6666 666c 7800 7e60 607c 6060 7e00
7e60 607c 6060 6000 3e60 606e 6666 3e00
6666 667e 6666 6600 7830 3030 3030 7800
0606 0606 0666 3c00 666c 7870 786c 6600
6060 6060 6060 7e00 c6ee fed6 c6c6 c600
6676 7e7e 6e66 6600 3c66 6666 6666 3c00
7c66 667c 6060 6000 3c66 6666 766c 3600
7c66 667c 6c66 6600 3c66 603c 0666 3c00
7e18 1818 1818 1800 6666 6666 6666 3e00
6666 6666 663c 1800 c6c6 c6d6 feee c600
6666 3c18 3c66 6600 6666 663c 1818 1800
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7e06 0c18 3060 7e00 7860 6060 6060 7800 ]
@fill-icn [ ffff ffff ffff ffff ]
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@bunny-chr [
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2466 6600 2424 003c 4200 007e 7e7e 7e7e
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1818 3c3c 1800 0000 ff66 4242 667e 4242 ]
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(
@|memory )
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@sprite &length $2
&array &x 0600 &y 0500 &xvel 0060 &yvel 0010
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