Created
June 14, 2018 17:35
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Space demo for Neko29100
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#include <Arduboy2.h> | |
// You'll probably want to replace this with a separate image of the rocket | |
// and the actual title when you know how | |
const uint8_t TitleScreenImage[] PROGMEM = | |
{ | |
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}; | |
const unsigned char PlayerImage[] PROGMEM = | |
{ | |
0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc0, 0xc0, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xff, 0xff, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xf1, 0xf9, 0xf9, 0xdd, 0xd, 0x86, 0x80, 0x80, 0x00, 0x3, 0x7, 0xc, 0xc, 0x1c, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0xff, 0xff, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x3f, 0x7f, 0x7f, 0xef, 0xc3, 0x87, 0x7, 0x7, 0x3, 0x00, 0x00, 0x00, 0x00, 0x2, 0x6, 0xe, 0xe, 0xe, 0xe, 0xf, 0xf, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xa, 0x1, 0x00, 0x00, 0x00, | |
}; | |
// This is a scoped enumeration (often called an 'enum class') | |
// Don't worry too much about how this works, | |
// just see how it's used | |
enum class GameState : uint8_t | |
{ | |
TitleScreen, | |
Gameplay, | |
}; | |
Arduboy2 arduboy = Arduboy2(); | |
GameState gameState = GameState::TitleScreen; | |
// int16_t is the same as int on the Arduboy, | |
// but int isn't the same size on all platforms, | |
// while int16_t is | |
uint16_t playerX = 0; | |
uint16_t playerY = 0; | |
// The 'void' in the brackets means 'this function takes no arguments' | |
// If you don't know what functions and arguments are, | |
// you need to read more tutorials - they're crucial to writing manageable games | |
void setup(void) | |
{ | |
arduboy.begin(); | |
} | |
void loop(void) | |
{ | |
// This stops the Arduboy trying to draw before it's ready | |
if(!arduboy.nextFrame()) | |
return; | |
// This updates the button state | |
arduboy.pollButtons(); | |
// Do different things depending on the current game state | |
switch(gameState) | |
{ | |
case GameState::TitleScreen: | |
updateTitleScreen(); | |
break; | |
case GameState::Gameplay: | |
updateGameplay(); | |
break; | |
} | |
// This clears the screen | |
arduboy.clear(); | |
// Do different things depending on the current game state | |
switch(gameState) | |
{ | |
case GameState::TitleScreen: | |
renderTitleScreen(); | |
break; | |
case GameState::Gameplay: | |
renderGameplay(); | |
break; | |
} | |
// This displays the screen | |
arduboy.display(); | |
} | |
void updateTitleScreen(void) | |
{ | |
// If A is pressed, move to Gameplay state | |
if(arduboy.justPressed(A_BUTTON)) | |
{ | |
gameState = GameState::Gameplay; | |
} | |
} | |
void updateGameplay(void) | |
{ | |
// If left is pressed, move the player left | |
if(arduboy.pressed(LEFT_BUTTON)) | |
{ | |
--playerX; | |
} | |
if(arduboy.pressed(RIGHT_BUTTON)) | |
{ | |
++playerX; | |
} | |
// I'll let you fill in the equivalent for Y | |
} | |
void renderTitleScreen(void) | |
{ | |
// You don't need to specify the colour, it defaults to 'BLACK', | |
// which means 'draw the image normally' | |
// Using 'WHITE' inverts the image | |
arduboy.drawBitmap(0, 0, TitleScreenImage, 128, 64); | |
} | |
void renderGameplay(void) | |
{ | |
// Draw the player at the player position | |
arduboy.drawBitmap(playerX, playerY, PlayerImage, 32, 32); | |
} |
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