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nescript/examples/structs_enums_for.ne

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// Demonstrates struct types, enums, and for loops.
//
// A small "platformer" scaffold: the player has a position, velocity,
// and animation state held in a struct, enums describe directions and
// animation phases, and a for loop iterates over an array of stationary
// enemies each frame.
//
// Compile with the default IR codegen:
// nescript build examples/structs_enums_for.ne
game "StructsDemo" { mapper: NROM }
// Named constants for the four cardinal directions. Each variant is
// a u8 value equal to its declaration order (Up=0, Down=1, etc.).
enum Direction { Up, Down, Left, Right }
enum AnimFrame { Idle, Run1, Run2 }
// A struct bundles related state into a single variable. Only u8 /
// i8 / bool fields are allowed in v0.1 — no nesting, arrays, or u16.
struct Player {
x: u8,
y: u8,
vx: u8,
vy: u8,
facing: u8, // Direction enum value
frame: u8, // AnimFrame enum value
alive: bool,
}
// Struct literal initializer in declaration.
var player: Player = Player {
x: 120,
y: 112,
vx: 0,
vy: 0,
facing: Down,
frame: Idle,
alive: true,
}
// A small fixed-size array of enemy x-positions. In a real game this
// would be an array of structs once those are supported.
var enemies_x: u8[4] = [32, 80, 160, 208]
var enemy_y: u8 = 100
const SPEED: u8 = 1
on frame {
// Read controls and update position. Velocities are u8 so we
// treat them as signed by adding/subtracting SPEED.
if button.left {
player.x -= SPEED
player.facing = Left
}
if button.right {
player.x += SPEED
player.facing = Right
}
if button.up {
player.y -= SPEED
player.facing = Up
}
if button.down {
player.y += SPEED
player.facing = Down
}
// Draw the player — the IR codegen allocates the OAM slot.
draw Smiley at: (player.x, player.y)
// And each enemy, using a for loop over the array.
for i in 0..4 {
draw Smiley at: (enemies_x[i], enemy_y)
}
wait_frame
}
start Main