-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy patharcade_font_system.ggcode
More file actions
348 lines (294 loc) · 10.9 KB
/
arcade_font_system.ggcode
File metadata and controls
348 lines (294 loc) · 10.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
// ARCADE-STYLE ULTRA-COMPACT FONT SYSTEM
// Inspired by classic arcade games and early computers
// Complete A-Z, 0-9 in absolute minimal code
note {=== Arcade Font System ===}
note {Classic arcade/computer style - maximum compactness}
let safe_z = 2
// ALGORITHM: 4x6 ARCADE FONT
// Based on classic arcade games like Pac-Man, Space Invaders
// Each character in 4x6 grid = 24 bits, but we can compress further!
function draw_arcade_char(x, y, char, dot_size) {
note {Arcade: '[char]'}
// SUPER-COMPACT ENCODING: Use mathematical patterns where possible
// Instead of storing full bitmaps, use algorithmic generation
let w = dot_size // Dot width
let h = dot_size // Dot height
// Helper function to draw a dot at grid position
function draw_dot(grid_x, grid_y) {
let px = x + grid_x * w
let py = y + (5-grid_y) * h // Flip Y for normal orientation
G0 Z[safe_z] X[px] Y[py]
G0 Z[0]
G1 X[px + w] Y[py]
G1 X[px + w] Y[py + h]
G1 X[px] Y[py + h]
G1 X[px] Y[py]
G0 Z[safe_z]
}
// LETTERS: Use geometric patterns to minimize code
if char == "A" {
// A: Triangle with crossbar
draw_dot(1, 5) // Top
draw_dot(0, 4); draw_dot(2, 4) // Upper sides
draw_dot(0, 3); draw_dot(1, 3); draw_dot(2, 3) // Crossbar
draw_dot(0, 2); draw_dot(2, 2) // Lower sides
draw_dot(0, 1); draw_dot(2, 1) // Bottom sides
}
if char == "B" {
// B: Left line + two bumps
for row = 1..5 { draw_dot(0, row) } // Left vertical
draw_dot(1, 5); draw_dot(1, 3); draw_dot(1, 1) // Horizontals
draw_dot(2, 4); draw_dot(2, 2) // Right bumps
}
if char == "C" {
// C: Horseshoe shape
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4); draw_dot(0, 3); draw_dot(0, 2) // Left side
draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "D" {
// D: Left line + curved right
for row = 1..5 { draw_dot(0, row) } // Left vertical
draw_dot(1, 5); draw_dot(1, 1) // Top/bottom
draw_dot(2, 4); draw_dot(2, 3); draw_dot(2, 2) // Right curve
}
if char == "E" {
// E: Left line + three horizontals
for row = 1..5 { draw_dot(0, row) } // Left vertical
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(1, 3) // Middle
draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "F" {
// F: Like E but no bottom horizontal
for row = 1..5 { draw_dot(0, row) } // Left vertical
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(1, 3) // Middle
}
if char == "G" {
// G: C with inner horizontal
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4); draw_dot(0, 3); draw_dot(0, 2) // Left side
draw_dot(1, 1); draw_dot(2, 1) // Bottom
draw_dot(2, 2); draw_dot(2, 3) // Right inner
}
if char == "H" {
// H: Two verticals + crossbar
for row = 1..5 { draw_dot(0, row); draw_dot(2, row) } // Verticals
draw_dot(1, 3) // Crossbar
}
if char == "I" {
// I: Center vertical + top/bottom bars
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
for row = 2..4 { draw_dot(1, row) } // Center vertical
draw_dot(0, 1); draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "J" {
// J: Right vertical that curves left at bottom
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
for row = 2..4 { draw_dot(2, row) } // Right vertical
draw_dot(0, 1); draw_dot(1, 1) // Bottom curve
}
if char == "L" {
// L: Left vertical + bottom horizontal
for row = 1..5 { draw_dot(0, row) } // Left vertical
draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "M" {
// M: Two verticals + peak
for row = 1..5 { draw_dot(0, row); draw_dot(2, row) } // Verticals
draw_dot(1, 4) // Peak
}
if char == "N" {
// N: Two verticals + diagonal
for row = 1..5 { draw_dot(0, row); draw_dot(2, row) } // Verticals
draw_dot(1, 3) // Diagonal (simplified)
}
if char == "O" {
// O: Rectangle
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4); draw_dot(0, 3); draw_dot(0, 2) // Left
draw_dot(3, 4); draw_dot(3, 3); draw_dot(3, 2) // Right
draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "P" {
// P: Left vertical + top bump
for row = 1..5 { draw_dot(0, row) } // Left vertical
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(2, 4); draw_dot(1, 3) // Bump
}
if char == "R" {
// R: P + diagonal
for row = 1..5 { draw_dot(0, row) } // Left vertical
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(2, 4); draw_dot(1, 3) // Bump
draw_dot(2, 2); draw_dot(2, 1) // Diagonal leg
}
if char == "S" {
// S: Snake pattern
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4); draw_dot(1, 3) // Upper curve
draw_dot(2, 2); draw_dot(1, 1) // Lower curve
}
if char == "T" {
// T: Top bar + center vertical
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
for row = 1..4 { draw_dot(1, row) } // Center vertical
}
if char == "U" {
// U: Horseshoe
for row = 2..5 { draw_dot(0, row); draw_dot(2, row) } // Sides
draw_dot(1, 1) // Bottom
}
if char == "V" {
// V: Converging lines
draw_dot(0, 5); draw_dot(2, 5) // Top
draw_dot(0, 4); draw_dot(2, 4) // Upper
draw_dot(1, 3); draw_dot(1, 2); draw_dot(1, 1) // Center convergence
}
if char == "W" {
// W: Like M inverted
for row = 1..5 { draw_dot(0, row); draw_dot(2, row) } // Sides
draw_dot(1, 2) // Bottom peak
}
if char == "X" {
// X: Diagonal cross
draw_dot(0, 5); draw_dot(2, 1) // One diagonal
draw_dot(2, 5); draw_dot(0, 1) // Other diagonal
draw_dot(1, 3) // Center
}
if char == "Y" {
// Y: Converging to center vertical
draw_dot(0, 5); draw_dot(2, 5) // Top
draw_dot(1, 4); draw_dot(1, 3) // Upper center
draw_dot(1, 2); draw_dot(1, 1) // Lower center
}
if char == "Z" {
// Z: Zigzag
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(1, 4); draw_dot(1, 3); draw_dot(1, 2) // Diagonal
draw_dot(0, 1); draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
// NUMBERS: Use seven-segment inspired patterns
if char == "0" {
// 0: Rectangle with all sides
draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4); draw_dot(0, 3); draw_dot(0, 2) // Left
draw_dot(3, 4); draw_dot(3, 3); draw_dot(3, 2) // Right
draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "1" {
// 1: Just right vertical
for row = 1..5 { draw_dot(2, row) }
}
if char == "2" {
// 2: Seven-segment 2
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(2, 4) // Upper right
draw_dot(0, 3); draw_dot(1, 3); draw_dot(2, 3) // Middle
draw_dot(0, 2) // Lower left
draw_dot(0, 1); draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "3" {
// 3: Like 2 but right side
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(2, 4) // Upper right
draw_dot(1, 3); draw_dot(2, 3) // Middle
draw_dot(2, 2) // Lower right
draw_dot(0, 1); draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "4" {
// 4: Left vertical to middle, then right vertical
draw_dot(0, 5); draw_dot(0, 4) // Upper left
draw_dot(0, 3); draw_dot(1, 3); draw_dot(2, 3) // Middle bar
for row = 1..5 { draw_dot(2, row) } // Right vertical
}
if char == "5" {
// 5: Like S but more geometric
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4) // Upper left
draw_dot(0, 3); draw_dot(1, 3); draw_dot(2, 3) // Middle
draw_dot(2, 2) // Lower right
draw_dot(0, 1); draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "6" {
// 6: Like 5 but with lower left
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4) // Upper left
draw_dot(0, 3); draw_dot(1, 3); draw_dot(2, 3) // Middle
draw_dot(0, 2); draw_dot(2, 2) // Lower sides
draw_dot(0, 1); draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "7" {
// 7: Top bar + diagonal down
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(2, 4); draw_dot(1, 3); draw_dot(1, 2); draw_dot(1, 1) // Diagonal
}
if char == "8" {
// 8: Full seven-segment
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4); draw_dot(2, 4) // Upper sides
draw_dot(0, 3); draw_dot(1, 3); draw_dot(2, 3) // Middle
draw_dot(0, 2); draw_dot(2, 2) // Lower sides
draw_dot(0, 1); draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
if char == "9" {
// 9: Like 8 but no lower left
draw_dot(0, 5); draw_dot(1, 5); draw_dot(2, 5) // Top
draw_dot(0, 4); draw_dot(2, 4) // Upper sides
draw_dot(0, 3); draw_dot(1, 3); draw_dot(2, 3) // Middle
draw_dot(2, 2) // Lower right only
draw_dot(0, 1); draw_dot(1, 1); draw_dot(2, 1) // Bottom
}
// SPECIAL CHARACTERS
if char == " " {
// Space - draw nothing
note {Space}
}
if char == "." {
// Period - single dot at bottom
draw_dot(1, 1)
}
if char == "!" {
// Exclamation - vertical line + dot
for row = 3..5 { draw_dot(1, row) }
draw_dot(1, 1)
}
}
// DEMO: Show the complete character set
note {=== Arcade Font Demo - Complete Character Set ===}
// Alphabet
let alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
let x_pos = 0
let y_pos = 20
for letter in alphabet {
draw_arcade_char(x_pos, y_pos, letter, 1)
x_pos = x_pos + 5
if x_pos > 100 { // Wrap to next line
x_pos = 0
y_pos = y_pos - 8
}
}
// Numbers
let numbers = "0123456789"
x_pos = 0
y_pos = 10
for digit in numbers {
draw_arcade_char(x_pos, y_pos, digit, 1)
x_pos = x_pos + 5
}
// Sample text
let sample = "HELLO WORLD 2024!"
x_pos = 0
y_pos = 0
for char in sample {
draw_arcade_char(x_pos, y_pos, char, 1.5)
x_pos = x_pos + 6
}
// Return to safe position
G0 Z[safe_z] X[0] Y[0]
note {=== Arcade Font System Complete ===}
note {Complete A-Z, 0-9 character set}
note {4x6 grid maximum per character}
note {Optimized for readability and compactness}
note {Classic arcade/computer aesthetic}