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uxn/projects/examples/demos/wireworld.tal
DeltaF1 774dd27a53 Remove memory copying from wireworld
- Store two world buffers and swap between them each update
2022-01-22 16:29:08 -08:00

223 lines
4.8 KiB
Tal

( wireworld )
(
#00 empty - black
#01 conductor - yellow
#02 electron tail - red
#03 electron head - blue
RULES
- electron head(3), becomes electron tail(2)
- electron tail(2), becomes conductor(1)
- conductor(1), becomes electron head(3)
if there are exactly 1 or 2 electron heads around it. )
%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
%2* { #10 SFT } %2/ { #01 SFT } %2** { #10 SFT2 } %2// { #01 SFT2 }
%4* { #20 SFT } %4/ { #02 SFT } %4** { #20 SFT2 } %4// { #02 SFT2 }
%8* { #30 SFT } %8/ { #03 SFT } %8** { #30 SFT2 } %8// { #03 SFT2 }
%10* { #40 SFT } %10/ { #04 SFT } %10** { #40 SFT2 } %10// { #04 SFT2 }
%20* { #50 SFT } %20/ { #05 SFT } %20** { #50 SFT2 } %20// { #05 SFT2 }
%RTN { JMP2r }
%TOS { #00 SWP }
%WIDTH { #40 }
%HEIGHT { #40 }
%LENGTH { #1000 }
( devices )
|00 @System &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 &debug $1 &halt $1
|20 @Screen &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
|80 @Controller &vector $2 &button $1 &key $1 &func $1
|90 @Mouse &vector $2 &x $2 &y $2 &state $1 &pad $3 &modx $2 &mody $2
|0000
@color $1
@pointer
&x $2 &y $2
@timer
&frame $1 &play $1
( program )
|0100 ( -> )
( theme )
#0f7f .System/r DEO2
#0fe0 .System/g DEO2
#0fc0 .System/b DEO2
( size )
#00 WIDTH 4** .Screen/width DEO2
#00 HEIGHT 4** .Screen/height DEO2
( vectors )
;on-frame .Screen/vector DEO2
;on-mouse .Mouse/vector DEO2
;on-button .Controller/vector DEO2
( setup )
#01 .timer/play STZ
#01 .color STZ
;world-a ;get-addr/current STA2
LENGTH ;run/future-offset STA2
;redraw JSR2
BRK
@on-frame ( -> )
.timer/play LDZ JMP BRK
( every 4th )
.timer/frame LDZk
#03 AND ,&no-run JCN
;run JSR2
( Swap worlds )
;get-addr/current LDA2k ;run/future-offset LDA2 STH2k ( ;current current* offest* )
++ SWP2 STA2 ( Set new current page )
#0000 STH2r -- ;run/future-offset STA2 ( Invert offest )
;redraw JSR2
&no-run
LDZk INC SWP STZ
BRK
@on-button ( -> )
.Controller/button DEI
DUP #01 ! ,&no-a JCN #01 .color STZ &no-a
DUP #02 ! ,&no-b JCN #02 .color STZ &no-b
DUP #04 ! ,&no-select JCN #03 .color STZ &no-select
DUP #08 ! ,&no-start JCN #00 .color STZ &no-start
DUP #0c ! ,&no-both JCN
;past-world LENGTH 2** ;mclr JSR2
;redraw JSR2
&no-both
POP
( space )
.Controller/key DEI #20 ! ,&no-space JCN
.timer/play LDZk #00 = SWP STZ &no-space
BRK
@on-mouse ( -> )
;pointer-icn .Screen/addr DEO2
( clear last cursor )
.pointer/x LDZ2 .Screen/x DEO2
.pointer/y LDZ2 .Screen/y DEO2
#40 .Screen/sprite DEO
( draw new cursor )
.Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2
.Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2
#41 .Mouse/state DEI #00 ! + .timer/play LDZ + .Screen/sprite DEO
( paint )
.Mouse/state DEI #00 = ,&no-down JCN
( color ) .color LDZ .Mouse/state DEI #01 > #00 = *
( cell* ) .Mouse/x DEI2 4// NIP .Mouse/y DEI2 4// NIP
;get-addr JSR2 STA
;redraw JSR2
&no-down
BRK
@redraw ( -- )
;cell-icn .Screen/addr DEO2
HEIGHT #00
&ver
DUP TOS 4** .Screen/y DEO2
STHk
WIDTH #00
&hor
DUP TOS 4** .Screen/x DEO2
DUP STHkr ,get-addr JSR LDA .Screen/sprite DEO
INC GTHk ,&hor JCN
POP2
POPr
INC GTHk ,&ver JCN
POP2
RTN
@run ( -- )
HEIGHT #00
&ver
STHk
WIDTH #00
&hor
( x,y ) DUP STHkr
( cell ) DUP2 ,get-addr JSR STH2k LDA
( transform ) ,transform JSR STH2r ( future ) LIT2 &future-offset 0000 ++ STA
INC GTHk ,&hor JCN
POP2
POPr
INC GTHk ,&ver JCN
POP2
RTN
@get-addr ( x y -- addr* )
TOS [ #00 WIDTH ] ** ROT TOS ++ LIT2 &current 0000 ++
RTN
@transform ( xy cell -- cell )
DUP #00 ! ,&no-null JCN NIP NIP RTN &no-null
DUP #03 ! ,&no-head JCN POP POP2 #02 RTN &no-head
DUP #02 ! ,&no-tail JCN POP POP2 #01 RTN &no-tail
DUP #01 ! ,&no-cond JCN POP
LITr 00
DUP2 #01 - ,get-addr JSR
( tl ) #0001 -- LDAk #03 ! JMP INCr
( tc ) INC2 LDAk #03 ! JMP INCr
( tr ) INC2 LDA #03 ! JMP INCr
DUP2 ,get-addr JSR
( ml ) #0001 -- LDAk #03 ! JMP INCr
( mr ) INC2 INC2 LDA #03 ! JMP INCr
INC ,get-addr JSR
( bl ) #0001 -- LDAk #03 ! JMP INCr
( bc ) INC2 LDAk #03 ! JMP INCr
( br ) INC2 LDA #03 ! JMP INCr
STHkr #02 = STHr #01 = #0000 >>
#02 * INC RTN
&no-cond
( unknown )
NIP NIP
RTN
@mclr ( addr* len* -- )
OVR2 ++ SWP2
&loop
STH2k #00 STH2r STA
INC2 GTH2k ,&loop JCN
POP2 POP2
JMP2r
@pointer-icn
80c0 e0f0 f8e0 1000
@cell-icn
e0e0 e000 0000 0000
(
I live in the atom with the happy protons and neutrons.
I'm also so negative all the freakin time.
What do I do?
How do I find peace? )
@world-a