diff --git a/board-package-source/libraries/ArduboyFX/drawballs/drawballs.ino b/board-package-source/libraries/ArduboyFX/drawballs/drawballs.ino deleted file mode 100644 index e54548a..0000000 --- a/board-package-source/libraries/ArduboyFX/drawballs/drawballs.ino +++ /dev/null @@ -1,179 +0,0 @@ -/* ***************************************************************************** - * FX draw balls test v1.16 by Mr.Blinky May 2019 Feb 2022 licenced under CC0 - * ***************************************************************************** - * - * Before this example sketch is uploaded and run on the Arduboy FX, make sure - * the fxdata this sketch has been build and uploaded to the Arduboy FX. - * - * If the Arduboy FX Arduino plugin has been installed you can simply choose the - * 'Build and upload Arduboy FX data' from the Arduino IDE Tools menu. - * - * Alternatively the fxdata.txt script file can be build using the fxdata-build.py - * Phyton script and the fxdata.bin file can be uploaded using the uploader-gui.py, - * fxdata-upload.py or flash-writer.py Python script using the -d switch. - * - * This demo draws a moving background tilemap with a bunch of bouncing ball sprites. - * - * Button controls: - * - * A - increase the number of bounching balls up to MAX_BALLS - * B - decrease the number of balls down to zero - * - * D-Pad - scroll the background - * - */ - -#include -#include // Required library for accessing the FX flash chip -#include "fxdata.h" // this file contains all the references to FX data - // Check out fxdata.txt to see how this is done. -#define FRAME_RATE 60 - -#define MAX_BALLS 55 // 55 Balls possible at 60fps 155 at 30fps -#define CIRCLE_POINTS 84 -#define VISABLE_TILES_PER_COLUMN 5 // the maximum number of tiles visable vertically -#define VISABLE_TILES_PER_ROW 9 // the maximum number of tiles visable horizontally - -//datafile offsets -constexpr uint8_t ballWidth = 16; -constexpr uint8_t ballHeight = 16; -constexpr uint8_t tilemapWidth = 16; // number of tiles in a tilemap row -constexpr uint8_t tileWidth = 16; -constexpr uint8_t tileHeight = 16; - -Arduboy2 arduboy; - -Point circlePoints[CIRCLE_POINTS] = // all the points of a circle with radius 15 used for the circling background effect -{ - {-15,0}, {-15,1}, {-15,2}, {-15,3}, {-15,4}, {-14,5}, {-14,6}, {-13,7}, {-13,8}, {-12,9}, {-11,10}, {-10,11}, {-9,12}, {-8,13}, {-7,13}, {-6,14}, - {-5,14}, {-4,14}, {-3,15}, {-2,15}, {-1,15}, {0,15}, {1,15}, {2,15}, {3,15}, {4,14}, {5,14}, {6,14}, {7,13}, {8,13}, {9,12}, {10,11}, - {11,10}, {12,9}, {12,8}, {13,7}, {13,6}, {14,5}, {14,4}, {14,3}, {14,2}, {14,1}, {15,0}, {15,-1}, {15,-2}, {15,-3}, {15,-4}, {14,-5}, - {14,-6}, {13,-7}, {13,-8}, {12,-9}, {11,-10}, {10,-11}, {9,-12}, {8,-13}, {7,-13}, {6,-14}, {5,-14}, {4,-14}, {3,-15}, {2,-15}, {1,-15}, {0,-15}, - {-1,-15}, {-2,-15}, {-3,-15}, {-4,-14}, {-5,-14}, {-6,-14}, {-7,-13}, {-8,-13}, {-9,-12}, {-10,-11}, {-11,-10}, {-12,-9}, {-12,-8}, {-13,-7}, {-13,-6}, {-14,-5}, - {-14,-4}, {-14,-3}, {-14,-2}, {-14,-1} -}; - -Point camera; -Point mapLocation = {16,16}; - -struct Ball -{ - int8_t x; - int8_t y; - int8_t xspeed; - int8_t yspeed; -}; - -Ball ball[MAX_BALLS]; -uint8_t ballsVisible = MAX_BALLS; - -uint8_t pos; - -void setup() { - arduboy.begin(); - arduboy.setFrameRate(FRAME_RATE); - FX::begin(FX_DATA_PAGE); // wakeup external flash chip, initialize datapage, detect presence of external flash chip - - for (uint8_t i=0; i < MAX_BALLS; i++) // initialize ball sprites - { - ball[i].x = random(113); - ball[i].y = random(49); - ball[i].xspeed = 1;//random(1,3); - if (random(100) > 49) ball[i].xspeed = -ball[i].xspeed; - ball[i].yspeed = 1; //random(1,3); - if (random(100) > 49) ball[i].yspeed = -ball[i].yspeed; - } -} - -uint8_t tilemapBuffer[VISABLE_TILES_PER_ROW]; // a small buffer to store one horizontal row of tiles from the tilemap - -void loop() { - if (!arduboy.nextFrame()) return; // return until it's time to draw a new frame - - arduboy.pollButtons(); // pollButtons required for the justPressed() function - if ((arduboy.justPressed(A_BUTTON) && ballsVisible < MAX_BALLS)) ballsVisible++; // Pressing A button increases the number of visible balls until the maximum has been reached - if ((arduboy.justPressed(B_BUTTON) && ballsVisible > 0)) ballsVisible--; // Pressing B reduces the number of visible balls until none are visible - if (arduboy.pressed(UP_BUTTON) && mapLocation.y > 16) mapLocation.y--; // Pressing directional buttons will scroll the tilemap - if (arduboy.pressed(DOWN_BUTTON) && mapLocation.y < 176) mapLocation.y++; - if (arduboy.pressed(LEFT_BUTTON) && mapLocation.x > 16) mapLocation.x--; - if (arduboy.pressed(RIGHT_BUTTON) && mapLocation.x < 112) mapLocation.x++; - - camera.x = mapLocation.x + circlePoints[pos].x; // circle around a fixed point - camera.y = mapLocation.y + circlePoints[pos].y; - - //draw tilemap - for (int8_t y = 0; y < VISABLE_TILES_PER_COLUMN; y++) - { - FX::readDataArray(FX_DATA_TILEMAP, // read the visible tiles on a horizontal row from the tilemap in external flash - y + camera.y / tileHeight, // the tilemap row - camera.x / tileWidth, // the column within tilemap row - tilemapWidth, // use the width of tilemap as array element size - tilemapBuffer, // reading tiles into a small buffer is faster then reading each tile individually - VISABLE_TILES_PER_ROW); - - for (uint8_t x = 0; x < VISABLE_TILES_PER_ROW; x++) - { - FX::drawBitmap(x * tileWidth - camera.x % tileWidth, // we're substracting the tile width and height modulus for scrolling effect - y * tileHeight - camera.y % tileHeight, // - FX_DATA_TILES, // the tilesheet bitmap offset in external flash - tilemapBuffer[x], // tile index - dbmNormal); // draw a row of normal tiles - } - } - if (arduboy.notPressed(UP_BUTTON | DOWN_BUTTON | LEFT_BUTTON | RIGHT_BUTTON)) pos = ++pos % CIRCLE_POINTS; //only circle around when no directional buttons are pressed - - //draw balls - for (uint8_t i=0; i < ballsVisible; i++) - FX::drawBitmap(ball[i].x, // although this function is called drawBitmap it can also draw masked sprites - ball[i].y, - FX_DATA_BALLS, // the ball sprites masked bitmap offset in external flash memory - 0, // the fxdata was build using the single ball sprite.png image so there's only frame 0 - //i % 16, // comment above and uncomment this one if the fxdata is rebuild using the ball_16x16.png image - dbmMasked /* | dbmReverse */ ); // remove the '/*' and '/*' to reverse the balls into white balls - - //when uploading the drawballs-singe-datafile.bin into the development area, - //you can replace the "0" value in the drawBitmap function above with "i % 16" without the quotes to display 16 different balls - - //update ball movements - for (uint8_t i=0; i < ballsVisible; i++) - { - if (ball[i].xspeed > 0) // Moving right - { - ball[i].x += ball[i].xspeed; - if (ball[i].x > WIDTH - ballWidth) //off the right - { - ball[i].x = WIDTH - ballWidth; - ball[i].xspeed = - ball[i].xspeed; - } - } - else // moving left - { - ball[i].x += ball[i].xspeed; - if (ball[i].x < 0) // off the left - { - ball[i].x = 0; - ball[i].xspeed = - ball[i].xspeed; - } - } - if (ball[i].yspeed > 0) // moving down - { - ball[i].y += ball[i].yspeed; - if (ball[i].y > HEIGHT - tileHeight) // off the bottom - { - ball[i].y = HEIGHT - tileHeight; - ball[i].yspeed = - ball[i].yspeed; - } - } - else // moving up - { - ball[i].y += ball[i].yspeed; - if (ball[i].y < 0) // off the top - { - ball[i].y = 0; - ball[i].yspeed = - ball[i].yspeed; - } - } - } - - FX::display(CLEAR_BUFFER); // Using CLEAR_BUFFER will clear the display buffer after it is displayed -} diff --git a/board-package/arduboy-homemade-1.3.1.zip b/board-package/arduboy-homemade-1.3.1.zip index d7db705..6f05ffb 100644 Binary files a/board-package/arduboy-homemade-1.3.1.zip and b/board-package/arduboy-homemade-1.3.1.zip differ diff --git a/package_arduboy_homemade_index.json b/package_arduboy_homemade_index.json index 8a1fe3b..acfb735 100644 --- a/package_arduboy_homemade_index.json +++ b/package_arduboy_homemade_index.json @@ -262,8 +262,8 @@ }, "url": "https://github.com/MrBlinky/Arduboy-homemade-package/raw/master/board-package/arduboy-homemade-1.3.1.zip", "archiveFileName": "arduboy-homemade-1.3.1.zip", - "checksum": "SHA-256:5086bb7823a74495915740569c9077b51c65274e4677283db33706a5e054e7ce", - "size": "1324956", + "checksum": "SHA-256:ad9f30ab35d70f98ec9e5f0d6cc5ccf4eb8e4352fcbdea912250b03218d4c412", + "size": "1321816", "boards": [ {"name": "Arduboy production"}, {"name": "Arduboy DevKit"},