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uxn/examples/dev.screen.usm

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( dev/screen )
&Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
&Sprite { pad 8 x 2 y 2 addr 2 color 1 }
;timer 1
;centerx 2 ;centery 2 ;i 2 ;j 1
|0100 @RESET
( find screen center )
~dev/screen.width #0002 DIV2 =centerx
~dev/screen.height #0002 DIV2 =centery
( draw hor line )
#0000 =i
~centery =dev/screen.y
@draw-hor
#03 ~i =dev/screen.x =dev/screen.color
~i #0002 ADD2 =i ( increment )
~i ~dev/screen.width LTH2 ,draw-hor ROT JMP? POP2
( draw ver line )
#0000 =i
~centerx =dev/screen.x
@draw-ver
#03 ~i =dev/screen.y =dev/screen.color
~i #0002 ADD2 =i ( increment )
~i ~dev/screen.width LTH2 ,draw-ver ROT JMP? POP2
( draw blending modes )
@draw-blends
~j ,icon #00 ~j #0008 MUL2 ~dev/screen.height #0010 SUB2 ,draw-sprite JSR
~j #01 ADD =j
~j #10 LTH ,draw-blends ROT JMP? POP2
( draw pixel in the middle )
#01 ~centerx ~centery =dev/screen.y =dev/screen.x =dev/screen.color
BRK
@draw-sprite
=dev/sprite.y
=dev/sprite.x
=dev/sprite.addr
=dev/sprite.color
RTS
@icon [ 3c7e e7c3 c3e7 7e3c ]
|c000 @FRAME
( update colors every 40 frames )
~timer #40 NEQ ,skip1 ROT JMP? POP2
#0fac =fffa #f0bb =fffc #f053 =fff8
@skip1
~timer #80 NEQ ,skip2 ROT JMP? POP2
#00fc =fffc #f0bb =fff8 #f053 =fffa
@skip2
~timer #c0 NEQ ,skip3 ROT JMP? POP2
#000f =fff8 #0f0f =fffa #ff00 =fffc
@skip3
~timer #00 NEQ ,skip4 ROT JMP? POP2
#f0ac =fff8 #f0bb =fffa #f053 =fffc
@skip4
~timer #01 ADD =timer
BRK
|d000 @ERROR BRK
|FF10 ;dev/screen Screen
|FF20 ;dev/sprite Sprite
|FFF0 .RESET .FRAME .ERROR ( vectors )
|FFF8 [ f0ac f0bb f053 ] ( palette )