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https://github.com/imjasonh/nescript
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README: project overview, quick start, feature list, example table LICENSE: MIT 4 new examples covering all language features: - arrays_and_functions: arrays, while loops, inline/regular functions - state_machine: multi-state flow with on enter/exit handlers - sprites_and_palettes: inline CHR data, palette switching, scroll, cast - mmc1_banked: MMC1 mapper, bank declarations, software multiply Parser fix: draw statement keyword-arg parsing now checks for ':' lookahead before consuming an identifier, preventing it from eating the next statement as a keyword argument (e.g., `i += 1` after a draw). https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
83 lines
1.8 KiB
Text
83 lines
1.8 KiB
Text
// Arrays and Functions — demonstrates M2 features.
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//
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// Shows: arrays, functions with parameters and return values,
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// while loops, constants, inline functions.
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//
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// Build: cargo run -- build examples/arrays_and_functions.ne
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game "Arrays Demo" {
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mapper: NROM
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}
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const NUM_ENEMIES: u8 = 4
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const SPEED: u8 = 1
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var player_x: u8 = 128
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var player_y: u8 = 200
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// Enemy positions stored in arrays
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var enemy_x: u8[4] = [30, 80, 130, 200]
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var enemy_y: u8[4] = [40, 80, 120, 60]
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// Function: clamp value to screen bounds
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fun clamp(val: u8, max: u8) -> u8 {
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if val > max {
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return max
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}
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return val
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}
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// Inline function: absolute difference
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inline fun abs_diff(a: u8, b: u8) -> u8 {
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if a > b {
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return a - b
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}
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return b - a
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}
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// Function: check collision between two points
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fun check_collision(x1: u8, y1: u8, x2: u8, y2: u8) -> u8 {
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var dx: u8 = abs_diff(x1, x2)
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var dy: u8 = abs_diff(y1, y2)
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if dx < 8 {
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if dy < 8 {
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return 1
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}
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}
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return 0
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}
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on frame {
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// Player movement
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if button.right { player_x += SPEED }
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if button.left { player_x -= SPEED }
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if button.down { player_y += SPEED }
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if button.up { player_y -= SPEED }
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player_x = clamp(player_x, 240)
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player_y = clamp(player_y, 224)
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// Update and draw enemies
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var i: u8 = 0
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while i < NUM_ENEMIES {
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// Move enemies down slowly
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enemy_y[i] += 1
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if enemy_y[i] > 224 {
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enemy_y[i] = 0
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}
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// Check collision with player
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var hit: u8 = check_collision(player_x, player_y, enemy_x[i], enemy_y[i])
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if hit == 1 {
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// Reset enemy position on collision
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enemy_y[i] = 0
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}
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draw Enemy at: (enemy_x[i], enemy_y[i])
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i += 1
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}
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draw Player at: (player_x, player_y)
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}
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start Main
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