A simple Gamebuino Meta port of the arcade game 'Asteroids':

The game has the typical loop-around asteroid-shooting fare of the arcade game, with the ability to change the color of the Background, Ship, Astroids, the lasers, and the text that appears on screen. If you want classic black and white, or to go full pastel, you can.

These settings are adjusted in a nested menu system that pauses the game while you're there. It also saves any changes upon exit, the game will remember what you used last when you load it again. Hit Menu to go into the options, then back to the game.



 
















WIth some help from Riksu9000, Sorunome, and Rodot, I've gotten it to a playable state.

Todo:

Sound.

background jingles for the stage, 'game over' and 'credits' screens.

Potentially re-implementing polygonal asteroids (there was a lot of CPU overhead, but if I can squeeze more performance out, then you'll be able to shoot and rocks and not beach balls).

Adding scoring and high-scores to the game, as well as a menu option to see them.



Last comments

DFX2KX

NEW 6 months ago

Update: It is now a proper GAME.

There are Asteroids, and the control mapping and color change feature is accessible with the menu button.

(also clarified how to get into those settings. It's menu XD)

ragnarok93

NEW 7 months ago

DFX2KX DFX2KX

Yeah I feel You bro/sis ;). C++ errors later on give really small insight on whats wrong in your code (its pain in the ass), and when You are using pointers then it doesnt even show You errors so You have to use debugger to see whats going on xD. Never thought that I gonna code in C/C++ (I was avoiding it as much as I could) but now when Gamebuino arrived I have no other option xD. Still its fun to learn new language and new programming techniques :D. I wish You much much patience and perservance :D.

DFX2KX

NEW 7 months ago

Update: I've been super busy this last month, so haven't had the chance to properly test my collision code.

However, upon trying to compile it, it has decided that 'Poly' isn't a declared class, Despite Poly being declared, with constructors, at the top of the bloody sketch.


I hate C/C++ with every fiber of my being. The compiler's error messages, even on full Verbose, are about as informative as a brick wall. I have no idea why this is happening, as the collision system is practically a clone of the drawing function that worked up until now.

I'm still going to make this work... But it's more a matter of perseverance then pleasure at this point.

(if any of you guys have the time, I stuck the current working build in it's own branch. If any of you have an idea what's with this thing, I'd love to hear it, it can be found Here )

ragnarok93

7 months ago

Yeah I feel You bro/sis ;). C++ errors later on give really small insight on whats wrong in your code (its pain in the ass), and when You are using pointers then it doesnt even show You errors so You have to use debugger to see whats going on xD. Never thought that I gonna code in C/C++ (I was avoiding it as much as I could) but now when Gamebuino arrived I have no other option xD. Still its fun to learn new language and new programming techniques :D. I wish You much much patience and perservance :D.