Fri Jul 29, 2016 12:58 pm
Fri Jul 29, 2016 6:40 pm
//creates a Gamebuino object named gb
Gamebuino gb;
if(gb.buttons.repeat(BTN_A,1)){
if(shootdelay<=0){
shootdelay=15-(player.rate*10/50);
initShoot();
}
//imports the SPI library (needed to communicate with Gamebuino's screen)
#include <SPI.h>
//imports the Gamebuino library
#include <Gamebuino.h>
//creates a Gamebuino object named gb
Gamebuino gb;
/// room 1 in hexadecimal
const byte room_1[] = {88,48,
0xa6,0x9a,0x69,0xa6,0x9f,0xff,0xa6,0x9a,0x69,0xa6,0x90
,0x59,0x65,0x96,0x59,0x6f,0xff,0x59,0x65,0x96,0x59,0x60
,0xeb,0xae,0xba,0xeb,0xaf,0xff,0xeb,0xae,0xba,0xeb,0xa0
,0x5d,0x75,0xd7,0x5d,0x7f,0xff,0x5d,0x75,0xd7,0x5d,0x70
,0x79,0xe7,0x9e,0x79,0xef,0xff,0x79,0xe7,0x9e,0x79,0xe0
,0xa6,0x9a,0x69,0xa6,0x9f,0xff,0xa6,0x9a,0x69,0xa6,0x90
,0xa6,0x9a,0x7f,0xa7,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x65,0xbf,0x5b,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xae,0xbf,0xeb,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x75,0xff,0x5f,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xe7,0xbf,0x7b,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9a,0x7f,0xa7,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x5b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x7b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x90
,0x59,0x65,0x96,0x59,0x65,0x96,0x59,0x65,0x96,0x59,0x60
,0xeb,0xae,0xba,0xeb,0xae,0xba,0xeb,0xae,0xba,0xeb,0xa0
,0x5d,0x75,0xd7,0x5d,0x75,0xd7,0x5d,0x75,0xd7,0x5d,0x70
,0x79,0xe7,0x9e,0x79,0xe7,0x9e,0x79,0xe7,0x9e,0x79,0xe0
,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x90,};
//sever sprites
const byte sever_rear[] PROGMEM = {6,6,1,1,1,1,1,1,0,1,1,1,1,0,0,1,1,1,1,0,1,0,1,1,0,1,0,1,1,1,1,0,1,1,0,0,1,1,};
const byte sever_right[] PROGMEM = {6,6,1,1,1,1,1,0,0,1,1,1,0,1,0,1,0,0,1,0,1,0,1,1,0,1,0,1,1,1,1,1,1,1,0,0,1,1,};
const byte sever_front[] PROGMEM = {6,6,1,1,1,1,1,1,0,1,0,0,1,0,0,1,1,1,1,0,1,0,1,1,0,1,0,1,1,1,1,0,1,1,0,0,1,1,};
const byte sever_left[] PROGMEM = {6,6,0,1,1,1,1,1,1,0,1,1,1,0,1,1,0,0,1,0,1,0,1,1,0,1,0,1,1,1,1,0,1,1,0,0,1,1,};
#define NUM_SPRITES 4
const byte* Sprites_player[NUM_SPRITES] = {sever_rear, sever_right, sever_front, sever_left,};
///////player variables
typedef struct {
int x;
int y;
int vx;
int vy;
int orientation;
}Config;
Config player;
const byte bullet[] PROGMEM = {2,2,1,1,1,1,};
float shootdelay;
typedef struct{
boolean on;
int x;
int y;
int vx;
int vy;
int orientation;
}
confshoot;
/////////GAME
void setup() {
// put your setup code here, to run once:
gb.begin();
gb.titleScreen(F("Myth of Esmerelda"));
};
void initPlayer(){
player.x=0;
player.y=0;
player.vx=0;
player.vy=0;
player.orientation=3;
};
void loop(){
// put your main code here, to run repeatedly:
if(gb.update()){
gb.display.setColor(BLACK);
gb.display.drawBitmap(0,0,room_1);
if(gb.buttons.repeat(BTN_RIGHT,1)){
player.x = player.x + player.vx;
if(gb.buttons.repeat(BTN_A,1)){
}else{
player.orientation=1;
}
}
if(gb.buttons.repeat(BTN_LEFT,1)){
player.x = player.x - player.vx;
if(gb.buttons.repeat(BTN_A,1)){
}else{
player.orientation=3;
}
}
if(gb.buttons.repeat(BTN_DOWN,1)){
player.y = player.y + player.vy;
if(gb.buttons.repeat(BTN_A,1)){
}else{
player.orientation=2;
}
}
if(gb.buttons.repeat(BTN_UP,1)){
player.y = player.y - player.vy;
if(gb.buttons.repeat(BTN_A,1)){
}else{
player.orientation=0;
}
}
// if(gb.buttons.repeat(BTN_A,1)){
// if(shootdelay<=0){
// shootdelay=15-(player.rate*10/50);
// initShoot();
// }
}
}
Fri Jul 29, 2016 9:21 pm
Fri Jul 29, 2016 9:54 pm
Fri Jul 29, 2016 10:15 pm
#include <SPI.h>
#include <Gamebuino.h>
Gamebuino gb;
const byte PROGMEM room_1[] = {88,48,
0xa6,0x9a,0x69,0xa6,0x9f,0xff,0xa6,0x9a,0x69,0xa6,0x90
,0x59,0x65,0x96,0x59,0x6f,0xff,0x59,0x65,0x96,0x59,0x60
,0xeb,0xae,0xba,0xeb,0xaf,0xff,0xeb,0xae,0xba,0xeb,0xa0
,0x5d,0x75,0xd7,0x5d,0x7f,0xff,0x5d,0x75,0xd7,0x5d,0x70
,0x79,0xe7,0x9e,0x79,0xef,0xff,0x79,0xe7,0x9e,0x79,0xe0
,0xa6,0x9a,0x69,0xa6,0x9f,0xff,0xa6,0x9a,0x69,0xa6,0x90
,0xa6,0x9a,0x7f,0xa7,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x65,0xbf,0x5b,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xae,0xbf,0xeb,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x75,0xff,0x5f,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xe7,0xbf,0x7b,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9a,0x7f,0xa7,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x5b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x7b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x90
,0x59,0x65,0x96,0x59,0x65,0x96,0x59,0x65,0x96,0x59,0x60
,0xeb,0xae,0xba,0xeb,0xae,0xba,0xeb,0xae,0xba,0xeb,0xa0
,0x5d,0x75,0xd7,0x5d,0x75,0xd7,0x5d,0x75,0xd7,0x5d,0x70
,0x79,0xe7,0x9e,0x79,0xe7,0x9e,0x79,0xe7,0x9e,0x79,0xe0
,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x90,};
void setup() {
// put your setup code here, to run once:
gb.begin();
gb.titleScreen(F("Myth of esmerelda"));
}
void loop() {
// put your main code here, to run repeatedly:
if(gb.update()){
gb.display.drawBitmap(0,0,room_1,);
}
}
Fri Jul 29, 2016 10:41 pm
Fri Jul 29, 2016 11:34 pm
Fri Jul 29, 2016 11:56 pm
gb.display.setColor(WHITE);
Sat Jul 30, 2016 2:40 am
Sat Jul 30, 2016 4:24 am
#include <SPI.h>
#include <Gamebuino.h>
Gamebuino gb;
const byte PROGMEM room_1[] = {88,48,
0xa6,0x9a,0x69,0xa6,0x9f,0xff,0xa6,0x9a,0x69,0xa6,0x90
,0x59,0x65,0x96,0x59,0x6f,0xff,0x59,0x65,0x96,0x59,0x60
,0xeb,0xae,0xba,0xeb,0xaf,0xff,0xeb,0xae,0xba,0xeb,0xa0
,0x5d,0x75,0xd7,0x5d,0x7f,0xff,0x5d,0x75,0xd7,0x5d,0x70
,0x79,0xe7,0x9e,0x79,0xef,0xff,0x79,0xe7,0x9e,0x79,0xe0
,0xa6,0x9a,0x69,0xa6,0x9f,0xff,0xa6,0x9a,0x69,0xa6,0x90
,0xa6,0x9a,0x7f,0xa7,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x65,0xbf,0x5b,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xae,0xbf,0xeb,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x75,0xff,0x5f,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xe7,0xbf,0x7b,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9a,0x7f,0xa7,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x5b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x7b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa7,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0x59,0x6f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x59,0x60
,0xeb,0xaf,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xeb,0xa0
,0x5d,0x7f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x5d,0x70
,0x79,0xef,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x79,0xe0
,0xa6,0x9f,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa6,0x90
,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x90
,0x59,0x65,0x96,0x59,0x65,0x96,0x59,0x65,0x96,0x59,0x60
,0xeb,0xae,0xba,0xeb,0xae,0xba,0xeb,0xae,0xba,0xeb,0xa0
,0x5d,0x75,0xd7,0x5d,0x75,0xd7,0x5d,0x75,0xd7,0x5d,0x70
,0x79,0xe7,0x9e,0x79,0xe7,0x9e,0x79,0xe7,0x9e,0x79,0xe0
,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x9a,0x69,0xa6,0x90,};
const byte sever_front[] PROGMEM = {6,6,1,1,1,1,1,1,0,1,0,0,1,0,0,1,1,1,1,0,1,0,1,1,0,1,0,1,1,1,1,0,1,1,0,0,1,1,};
void setup() {
// put your setup code here, to run once:
gb.begin();
gb.titleScreen(F("Myth of esmerelda"));
}
void loop() {
// put your main code here, to run repeatedly:
if(gb.update()){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(0,0,room_1);
}
gb.display.setColor(WHITE);{
gb.display.drawBitmap(1,1,sever_front);
}
gb.display.setColor(BLACK);
}
}