update drawballs example
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@ -1,11 +1,12 @@
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/* *****************************************************************************
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* Flash cart draw balls test v1.14 by Mr.Blinky May-Jun.2019 licenced under MIT
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* FX draw balls test v1.15 by Mr.Blinky May 2019 May2021 licenced under MIT
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* *****************************************************************************
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*
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* This test depend on file drawballs-test.bin being uploaded with the
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* flash-writer Python script in the develop area using the following command:
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* This test depend on the file fxdata.bin being uploaded to the external FX flash
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* chip using the uploader-gui.py or flash-writer.py Python script in the
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* development area. When using the flash writer script. Use the following command:
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*
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* python flash-writer.py -d drawballs-single-datafile.bin
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* python flash-writer.py -d fxdata.bin
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*
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* This demo draws a moving background tilemap with a bunch of bouncing ball sprites around
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*
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@ -14,20 +15,20 @@
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* A - increase the number of bounching balls up to MAX_BALLS
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* B - decrease the number of balls down to zero
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*
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* D-Pad scroll the background
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* D-Pad - scroll the background
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*
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*/
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#include <Arduboy2.h>
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#include <ArduboyFX.h>
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#include "fxdata.h"
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#include <ArduboyFX.h> // Required library for accessing the FX flash chip
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#include "fxdata.h" // this file contains all the references to FX data
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// Check out fxdata.txt to see how this is done.
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#define FRAME_RATE 60
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#define MAX_BALLS 55 // 55 Balls possible at 60fps 155 at 30fps
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#define CIRCLE_POINTS 84
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#define VISABLE_TILES_PER_COLUMN 5 // the maximum number of tiles visable horizontally
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#define VISABLE_TILES_PER_ROW 9 // the maximum number of tiles visable vertically
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#define VISABLE_TILES_PER_COLUMN 5 // the maximum number of tiles visable vertically
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#define VISABLE_TILES_PER_ROW 9 // the maximum number of tiles visable horizontally
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//datafile offsets
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constexpr uint8_t ballWidth = 16;
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@ -74,9 +75,9 @@ void setup() {
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{
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ball[i].x = random(113);
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ball[i].y = random(49);
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ball[i].xspeed = random(1,3);
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ball[i].xspeed = 1;//random(1,3);
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if (random(100) > 49) ball[i].xspeed = -ball[i].xspeed;
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ball[i].yspeed = random(1,3);
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ball[i].yspeed = 1; //random(1,3);
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if (random(100) > 49) ball[i].yspeed = -ball[i].yspeed;
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}
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}
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@ -84,9 +85,9 @@ void setup() {
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uint8_t tilemapBuffer[VISABLE_TILES_PER_ROW]; // a small buffer to store one horizontal row of tiles from the tilemap
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void loop() {
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if (!arduboy.nextFrame()) return;
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if (!arduboy.nextFrame()) return; // return until it's time to draw a new frame
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arduboy.pollButtons();
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arduboy.pollButtons(); // pollButtons required for the justPressed() function
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if ((arduboy.justPressed(A_BUTTON) && ballsVisible < MAX_BALLS)) ballsVisible++; // Pressing A button increases the number of visible balls until the maximum has been reached
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if ((arduboy.justPressed(B_BUTTON) && ballsVisible > 0)) ballsVisible--; // Pressing B reduces the number of visible balls until none are visible
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if (arduboy.pressed(UP_BUTTON) && mapLocation.y > 16) mapLocation.y--; // Pressing directional buttons will scroll the tilemap
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@ -100,7 +101,7 @@ void loop() {
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//draw tilemap
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for (int8_t y = 0; y < VISABLE_TILES_PER_COLUMN; y++)
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{
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FX::readDataArray(FX_DATA_TILEMAP, // read the visible tiles on a row from the tilemap in external flash
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FX::readDataArray(FX_DATA_TILEMAP, // read the visible tiles on a horizontal row from the tilemap in external flash
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y + camera.y / tileHeight, // the tilemap row
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camera.x / tileWidth, // the column within tilemap row
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tilemapWidth, // use the width of tilemap as array element size
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@ -123,7 +124,8 @@ void loop() {
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FX::drawBitmap(ball[i].x, // although this function is called drawBitmap it can also draw masked sprites
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ball[i].y,
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FX_DATA_BALLS, // the ball sprites masked bitmap offset in external flash memory
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0, // the drawballs-singe-datafile.bin file only has a single sprite frame
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0, // the fxdata was build using the single ball sprite.png image so there's only frame 0
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//i % 16, // comment above and uncomment this one if the fxdata is rebuild using the ball_16x16.png image
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dbmMasked /* | dbmReverse */ ); // remove the '/*' and '/*' to reverse the balls into white balls
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//when uploading the drawballs-singe-datafile.bin into the development area,
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@ -171,6 +173,6 @@ void loop() {
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}
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FX::enableOLED();// only enable OLED for updating the display
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arduboy.display(CLEAR_BUFFER);
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FX::disableOLED();// disable so flash cart can be used at any time
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arduboy.display(CLEAR_BUFFER); // Using CLEAR_BUFFER will clear the display buffer after it is displayed
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FX::disableOLED();// disable display again so external flash can be accessed at any time
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}
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Binary file not shown.
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@ -1,11 +1,14 @@
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#ifndef FXDATA_H
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#define FXDATA_H
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#pragma once
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/**** FX data header generated by fx-data.py tool version 1.00 ****/
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using uint24_t = __uint24;
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constexpr uint16_t FX_DATA_PAGE = 0xFFFE; //value given by flashcart-writer.py script using -d option
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constexpr uint24_t FX_DATA_TILES = 0x000000; // Background tiles offset in external flash
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constexpr uint24_t FX_DATA_TILEMAP = 0x000044; // 16 x 16 tilemap offset in external flash
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constexpr uint24_t FX_DATA_BALLS = 0x000144; // masked ball sprite offset in external flash
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// Initialize FX hardware using FX::begin(FX_DATA_PAGE); in the setup() function.
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#endif
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constexpr uint16_t FX_DATA_PAGE = 0xfffe;
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constexpr uint24_t FX_DATA_BYTES = 392;
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constexpr uint24_t FX_DATA_TILES = 0x000000;
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constexpr uint24_t FX_DATA_TILEMAP = 0x000044;
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constexpr uint24_t FX_DATA_BALLS = 0x000144;
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@ -0,0 +1,97 @@
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/*******************************************************************************
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FX Data resource file.
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********************************************************************************
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Run this file through the fx-data.py Python script (drag and drop) to create
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a c-style header file that can be included with your project.
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a .bin file will also be created containing the actual resource data. This .bin
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file can be uploaded to the FX flash chip using the uploader-gui.py Python
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script (Use Upload Development data button).
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The .bin file can also be uploaded to FX flash chip using the flash-writer.py
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Python command line script using the -d switch.
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Data types:
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int8_t, uint8_t values will be stored as 8-bit bytes (unsigned char)
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int16_t, uint16_t values will be stored as 16-bit (half)words (int)
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int24_t,uint24_t values will be stored as 24-bit address that points to
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a FX data resource
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int32_t,uint32_t values will be stored as 32-bit long words
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image_t a filename with a relative path to a .bmp or .png image file
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raw_t a filename with a relative path to a raw file
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to create a constant to point to a FX resource, a similar format as in C(++):
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is used.
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image_t FXlogo = "FX-logo.png";
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image_t FxSprite = "FXSprite.png";
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when data of the same format is used the data type may be ommited. The semicolon
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may also be ommited in all cases.
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image_t FXlogo = "FX-logo.png"
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FxSprite = "FXSprite.png"
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or even:
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image_t FXlogo = "FX-logo.png", FxSprite = "FXSprite.png"
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When specifying multiple data make sure they are seperated by at least a space
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(comma is optional). A data array can be simplified. For examle:
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uint8_t tilemap[] = {
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0, 1, 2, 3, 4, 5, 6
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};
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can also be written simply as:
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uint8_t tilemap = 0 1 2 3 4 5 6
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data can be commented out using // for a single line or
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using /* */ for a block comment
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********************************************************************************
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Draw balls demo example :
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*******************************************************************************/
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// Background tiles graphics
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image_t FX_DATA_TILES = "assets/tiles_16x16.png"
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// 16 x 16 tilemap
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uint8_t FX_DATA_TILEMAP[] = {
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0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
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0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x01,
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0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01,
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0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01,
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0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x01,
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0x01, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01,
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0x00, 0x01, 0x00, 0x01, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x01,
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0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01,
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0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01,
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0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x01,
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0x01, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01,
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0x00, 0x01, 0x00, 0x01, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00,
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0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x01,
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0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01,
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0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
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0x01, 0x01, 0x01, 0x01
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};
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// masked ball sprite graphics
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image_t FX_DATA_BALLS = "assets/ball.png"
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//image_t FX_DATA_BALLS = "assets/ball_16x16.png"
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