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#define FBGL_IMPLEMENTATION
#include "fbgl.h"
#include <stdio.h>
#include <unistd.h>
#define PLAYER_SPEED 1
typedef struct {
int x;
int y;
} Player;
int main(int argc, char *argv[])
{
// Check for font file argument
if (argc < 2) {
fprintf(stderr, "Usage: %s <psf1_font_file>\n", argv[0]);
return 1;
}
// Load PSF1 font
fbgl_psf1_font_t *font = fbgl_load_psf1_font(argv[1]);
if (!font) {
fprintf(stderr, "Failed to load PSF1 font from %s\n", argv[1]);
return 1;
}
// Initialize framebuffer
fbgl_t fb;
if (fbgl_init(NULL, &fb) != 0) {
fprintf(stderr, "Failed to initialize framebuffer\n");
fbgl_destroy_psf1_font(font);
return 1;
}
// Initialize keyboard
if (fbgl_keyboard_init() != 0) {
fprintf(stderr, "Failed to initialize keyboard\n");
fbgl_destroy(&fb);
fbgl_destroy_psf1_font(font);
return 1;
}
// Create a player
Player player = { .x = fb.width / 2, .y = fb.height / 2 };
// Game loop
while (1) {
// Clear the screen
fbgl_set_bg(&fb, 0x000000);
// Get key input
fbgl_key_t key = fbgl_get_key();
// Handle player movement
switch (key) {
case FBGL_KEY_UP:
player.y = (player.y - PLAYER_SPEED < 0) ?
0 :
player.y - PLAYER_SPEED;
break;
case FBGL_KEY_DOWN:
player.y = (player.y + PLAYER_SPEED >= fb.height) ?
fb.height - 1 :
player.y + PLAYER_SPEED;
break;
case FBGL_KEY_LEFT:
player.x = (player.x - PLAYER_SPEED < 0) ?
0 :
player.x - PLAYER_SPEED;
break;
case FBGL_KEY_RIGHT:
player.x = (player.x + PLAYER_SPEED >= fb.width) ?
fb.width - 1 :
player.x + PLAYER_SPEED;
break;
case FBGL_KEY_ESCAPE:
// Exit the program
goto cleanup;
default:
break;
}
// Draw the player (as a small white rectangle)
fbgl_point_t top_left = { .x = player.x - 5,
.y = player.y - 5 };
fbgl_point_t bottom_right = { .x = player.x + 5,
.y = player.y + 5 };
fbgl_draw_rectangle_filled(top_left, bottom_right,
FBGL_RGB(255, 255, 255), &fb);
// Display debug info
char fps_text[32];
char pos_text[32];
float fps = fbgl_get_fps();
snprintf(fps_text, sizeof(fps_text), "FPS: %.2f", fps);
snprintf(pos_text, sizeof(pos_text), "POS: %d, %d", player.x,
player.y);
// Render text using the loaded PSF1 font
fbgl_render_psf1_text(&fb, font, fps_text, 10, 10,
FBGL_RGB(0, 255, 0));
fbgl_render_psf1_text(&fb, font, pos_text, 10, 30,
FBGL_RGB(255, 0, 0));
// Small delay to control frame rate
usleep(16666); // ~60 FPS
}
cleanup:
// Cleanup
fbgl_destroy(&fb);
fbgl_destroy_psf1_font(font);
return 0;
}
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