My PONG don't open on emulator

leocampetti

il y a 6 ans

Hi everyone.


I'm new here and started with the PONG Game. I know there is easy ways to draw the paddle and the ball. But I create a function to draw any thing for, in the future, each player que customize their ball and paddles. In the paddle it is working normaly, but when I try to use the function on the ball, the game don't open at emulator(I don't have a Gamebuino yet). Maybe someone here can explain what is happening.


So, the problem in my code are in theses lines:

  //drawing ball
  //gb.display.setColor(GREEN);
  //gb.display.fillRect(ball_posX, ball_posY, ball_size, ball_size);
  draw(ball, ball_posX, ball_posY, ball_size, ball_size);

If I comment the last one and uncomment the 2 and 3, the game dont open on emulator.

Here is the full code

---

#include <Gamebuino-Meta.h>

//game speed

#define gspeed 2

//ball size

#define ball_size 2

//pads size
int pad_dimX=2;
int pad_dimY=10;

//pad color
Gamebuino_Meta::Color pad[80][64]={{BLACK, BLACK},{BLACK, BLACK},{BLACK, BLACK},{BLACK, BLACK},{BLACK, BLACK},{BLACK, BLACK},{BLACK, BLACK},{BLACK, BLACK},{BLACK, BLACK},{BLACK, BLACK}};

//ball color

Gamebuino_Meta::Color ball[80][64]={{GREEN, GREEN},{GREEN, GREEN}}

//player pad position at beginning
int pad1_posX=4;
int pad1_posY=gb.display.height()/2-pad_dimY/2;

//computer pad position at beginning
int pad2_posX=gb.display.width()-pad1_posX-pad_dimX;
int pad2_posY=gb.display.height()/2-pad_dimY/2;

//ball position at beginning (with player)
int ball_posX=pad1_posX+pad_dimX;
int ball_posY=gb.display.height()/2-ball_size/2;

//ball speed at beginning
int ball_speedX=-gspeed;
int ball_speedY=gspeed;

//points counter
int player_points=0;
int computer_points=0;

//function to draw any objects(to future implemantion of custom colors on paddles and ball)
void draw(Gamebuino_Meta::Color object[80][64], int pos_x, int pos_y, int size_x, int size_y);

void setup() {
  gb.begin();
}

void loop() {
  while(!gb.update());
  gb.display.clear();

  //set backgroud collor
  gb.display.fill(BEIGE);

  //computer points check
  if(ball_posX<0-ball_size){
    pad1_posY=gb.display.height()/2-pad_dimY/2;

    ball_posX=pad1_posX+pad_dimX;
    ball_posY=gb.display.height()/2-ball_size/2;

    ball_speedX=-gspeed;
    ball_speedY=gspeed;

    computer_points+=1;

    //reset when win (10 points)
    if (computer_points==10){
      computer_points=0;
      player_points=0;
    }
  }

  //player points check
  if(ball_posX>gb.display.width()){
    pad2_posY=gb.display.height()/2-pad_dimY/2;

    ball_posX=pad2_posX-ball_size;
    ball_posY=gb.display.height()/2-ball_size/2;

    ball_speedX=gspeed;
    ball_speedY=gspeed;

    player_points+=1;

    //reset when win (10 points)
    if (player_points==10){
      computer_points=0;
      player_points=0;
    }
  }  

  //pad, line and points color
  gb.display.setColor(BLACK);

  //drwaing middle line
  for(int y=3;y<=62;y=y+9)
    gb.display.fillRect(39, y, 2, 5);

  //writing points
  gb.display.setFontSize(2);
  gb.display.setCursor(28,8);
  gb.display.print(player_points);
  gb.display.setCursor(46,8);
  gb.display.print(computer_points);
 
  //drawing pads
  draw(pad, pad1_posX,pad1_posY, pad_dimX,pad_dimY);
  draw(pad, pad2_posX,pad2_posY, pad_dimX,pad_dimY);

  //player pad control
  if(gb.buttons.repeat(BUTTON_UP, 1))
    pad1_posY-=gspeed;
  if(gb.buttons.repeat(BUTTON_DOWN, 1))
    pad1_posY+=gspeed;
  //player pad vertical limits
  if(pad1_posY>=gb.display.height()-pad_dimY/2)
    pad1_posY=gb.display.height()-pad_dimY/2;
  if(pad1_posY<=-pad_dimY/2)
    pad1_posY=-pad_dimY/2;

  //computer pad control
  if(ball_posY>=pad2_posY+pad_dimY-ball_size)
    pad2_posY+=gspeed;
  if(ball_posY<=pad2_posY)
    pad2_posY-=gspeed;
 
  //computer pad vertical limits
  if(pad2_posY>=gb.display.height()-pad_dimY/2)
    pad2_posY=gb.display.height()-pad_dimY/2;
  if(pad2_posY<=-pad_dimY/2)
    pad2_posY=-pad_dimY/2;

  //drawing ball
  //gb.display.setColor(GREEN);
  //gb.display.fillRect(ball_posX, ball_posY, ball_size, ball_size);
  draw(ball, ball_posX, ball_posY, ball_size, ball_size);

  //colision ball/player pad
  if((ball_posX==pad1_posX+pad_dimX)&&(ball_posY+ball_size>=pad1_posY)&&(ball_posY<=(pad1_posY+pad_dimY)))
    ball_speedX=-ball_speedX;

  //colision ball/computer pad
  if((ball_posX==pad2_posX-ball_size)&&(ball_posY+ball_size>=pad2_posY)&&(ball_posY<=(pad2_posY+pad_dimY)))
    ball_speedX=-ball_speedX;

  //ball vertical limits
  if(ball_posY>=gb.display.height()-ball_size||ball_posY<=0)
    ball_speedY=-ball_speedY;

  //ball position updating
  ball_posX=ball_posX+ball_speedX;
  ball_posY=ball_posY+ball_speedY;
}

void draw(Gamebuino_Meta::Color object[80][64], int pos_x, int pos_y, int size_x, int size_y){
  for(int i=0; i<size_x; i++){
    for(int j=0; j<size_y; j++){
      gb.display.setColor(object[i][j]);
      gb.display.fillRect(i+pos_x, j+pos_y, 1, 1);
    }
  }
}

---

leocampetti

NEW il y a 6 ans

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Sorunome

NEW il y a 6 ans

what do you mean it doesn't open in the emulator?

does the game compile in the arduino IDE? which file are you trying to open in the emulator? what are the symptoms of it not opening?

makerSquirrel

NEW il y a 6 ans

Hiho and welcome to the forum!

before diving into your draw function: you can improve your code already by replacing gb.display.fillRect(i+pos_x, j+pos_y, 1, 1); with gb.display.drawPixel(i+pos_x, j+pos_y); more details there: https://gamebuino.com/academy/reference/graphics-drawpixel

About your draw function in general: it seems that you want to store your objects to be drawn in arrays where you store the colors for each pixel. So, basically you want to draw images. For that Sorunome already has made a (unfortunately not so easy to find) tutorial of how to do that pretty easily: https://gamebuino.com/academy/tutorials/images

Good luck!