that’s where this comes in. the col should stand for collision…
void drawBitmapTM(int16_t x, int16_t y, int16_t w, int16_t h, const uint8_t *bitmap, uint16_t dx, uint16_t dy, uint16_t dw, uint16_t dh, uint16_t color);
boolean getBitmapPixel(const uint8_t* bitmap, uint16_t x, uint16_t y);
void drawTilemap(int x, int y, const uint8_t *tilemap, const uint8_t **spritesheet, const uint16_t * palette);
void drawTilemap(int x, int y, const uint8_t *tilemap, const uint8_t **spritesheet, uint16_t dx, uint16_t dy, uint16_t dw, uint16_t dh, const uint16_t * palette);
typedef struct { //line 171 "Public Variables - ADD by Summoner123
int x; //X coordinate - ADD by Summoner123
int y; //Y coordinate - ADD by Summoner123
const byte *spritecol; //Sprite of object - ADD by Summoner123
}object;
object solid[60]; // Matriz were saved a Sprite, X and Y cordinates of all tiles on the screen - ADD by Summoner123
byte numcolision = 0; //count of solid objects indacat how many tiles drawed on the screen - ADD by Summoner123
bool flagcollision = true;
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
//////////////-----------------------------Collision--------------------------//////////////
////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
boolean collidePointRect(int16_t x1, int16_t y1, int16_t x2, int16_t y2, int16_t w, int16_t h);
boolean collideRectRect(int16_t x1, int16_t y1, int16_t w1, int16_t h1, int16_t x2, int16_t y2, int16_t w2, int16_t h2);
boolean collideBitmapBitmap(int16_t x1, int16_t y1, const uint8_t* b1, int16_t x2, int16_t y2, const uint8_t* b2);
also this with in the drawtilemap command
void GrafxT3::drawTilemap(int x, int y, const uint8_t *tilemap, const uint8_t **spritesheet, uint16_t dx, uint16_t dy, uint16_t dw, uint16_t dh, const uint16_t * palette){
uint16_t tilemap_width = pgm_read_byte(tilemap);
uint16_t tilemap_height = pgm_read_byte(tilemap + 1);
uint16_t tile_width = pgm_read_byte(tilemap + 2);
uint16_t tile_height = pgm_read_byte(tilemap + 3);
tilemap += 4; // now the first tiyleis at tilemap
uint16_t ddw = dw + dx;
uint16_t ddh = dh + dy;
uint16_t maxDdx = (dw - x + tile_width - 1) / tile_width;
uint16_t maxDdy = (dh - y + tile_height - 1) / tile_height;
if (tilemap_width < maxDdx){
maxDdx = tilemap_width;
}
if (tilemap_height < maxDdy){
maxDdy = tilemap_height;
}
int16_t startDdx = (-x) / tile_width;
int16_t startDdy = (-y) / tile_height;
if (startDdx < 0){
startDdx = 0;
}
if (startDdy < 0){
startDdy = 0;
}
if (flagcollision)numcolision = 0; //Line 735 - clear numcolision - ADD by Summoner123
for (uint16_t ddy = startDdy; ddy < maxDdy; ddy++){
for (uint16_t ddx = startDdx; ddx < maxDdx; ddx++){
int16_t drawX = ddx*tile_width + x + dx;
int16_t drawY = ddy*tile_height + y + dy;
uint16_t tile = pgm_read_byte(tilemap + ddy*tilemap_width + ddx);
if (drawX >= dx && drawY >= dy && drawX <= (ddw - tile_width) && drawY <= (ddh - tile_height)){
writeRectNBPP(drawX, drawY,tile_width, tile_height, 4, spritesheet[tile], palette );
if (flagcollision){
solid[numcolision].x = drawX; //Save X coordinate - ADD by Summoner123
solid[numcolision].y = drawY; //Save Y coordinate - ADD by Summoner123
solid[numcolision].spritecol = spritesheet[tile]; //Save Sprite of tile - ADD by Summoner123
numcolision++; //Increment numcolision - ADD by Summoner123
}
}
else{ // we need to draw a partial bitmap
writeRect4BPPtm(drawX, drawY, tile_width, tile_height, spritesheet[tile], dx, dy, dw, dh, palette);
}
}
}
}
here is the original sketch
#include <SPI.h>
#include <Gamebuino.h>
Gamebuino gb;
const byte room_1_1[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,2,2,2,2,2,2,
2,2,2,2,2,1,4,8,8,2,2,2,2,2,2,
2,2,2,2,4,8,8,8,8,2,2,2,2,2,2,
2,2,2,4,8,8,8,8,8,2,2,2,2,2,2,
2,2,4,8,8,8,8,8,8,3,2,2,2,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
2,2,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,2,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};
const byte room_1_2[] PROGMEM = {15,9,
8,8,
2,0,8,0,8,0,8,8,8,0,8,0,8,0,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
4,8,8,8,8,0,8,8,8,0,8,0,8,0,8,
8,0,8,0,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,0,8,8,8,0,8,0,8,0,8,
8,0,8,0,8,8,8,8,8,8,8,8,8,8,8,
6,8,8,8,8,0,8,8,8,0,8,0,8,0,8,
2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,2};
const byte room_1_3[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
3,2,2,2,8,8,8,8,8,8,8,8,3,2,2,
8,3,2,2,8,8,8,8,8,8,8,8,8,2,2,
8,8,3,2,8,8,8,8,7,8,8,8,8,3,2,
8,8,8,8,8,8,8,7,8,7,8,8,8,8,8,
8,8,8,8,8,8,8,8,7,8,8,8,8,5,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,2,2,
8,8,5,2,6,8,8,8,8,8,8,8,5,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};
const byte room_1_4[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,4,3,2,2,2,2,2,
2,2,2,2,2,2,2,4,8,8,8,8,3,2,2,
2,2,2,2,4,8,8,8,8,8,8,8,8,2,2,
3,4,3,4,8,8,8,8,8,8,8,8,8,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
5,6,5,6,8,8,8,8,8,8,8,8,8,2,2,
2,2,2,2,6,8,8,8,8,8,8,8,8,2,2,
2,2,2,2,2,2,2,6,8,8,8,8,8,2,2,
2,2,2,2,2,2,2,2,6,5,2,2,2,2,2};
const byte room_1_5 [] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,8,8,8,0,
2,4,8,8,8,8,8,8,8,8,8,8,8,8,8,
4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,11,17,17,17,17,17,17,17,
6,8,8,8,8,8,8,11,16,16,16,16,16,16,16,
2,2,2,6,8,8,8,10,16,16,16,16,16,16,16,
2,2,2,2,2,2,2,10,16,16,16,16,16,16,16};
const byte room_1_6[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};
const byte room_1_7[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};
const byte room_1_8[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
8,8,2,2,2,2,2,2,2,2,2,2,2,2,2,
8,8,3,2,4,3,4,3,4,3,2,4,3,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};
const byte room_1_9[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,8,10,16,16,16,16,
4,3,2,4,3,2,4,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
17,17,17,17,17,17,17,17,17,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};
const byte room_2_1[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,4,8,8,8,8,8,8,2,8,8,8,3,2,
2,4,8,8,7,8,7,8,8,8,8,7,8,8,3,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,7,8,7,8,8,8,8,7,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
2,6,8,8,7,8,7,8,8,8,8,7,8,8,5,
2,2,6,8,8,8,8,8,8,2,8,8,8,5,2,
2,2,2,2,2,2,2,8,8,2,2,2,2,2,2};
const byte room_2_2[] PROGMEM = {15,9,
8,8,
2,0,8,0,8,0,8,8,8,0,8,0,8,8,0,
2,0,8,8,8,8,8,8,8,8,8,8,8,8,2,
4,8,8,8,0,8,8,8,8,0,8,8,0,8,8,
8,8,0,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,0,8,0,8,8,0,8,0,8,8,8,
8,8,0,8,8,8,8,8,8,8,8,8,8,8,8,
6,8,8,8,0,8,8,8,8,0,8,8,0,8,8,
2,0,8,8,8,8,8,8,8,8,8,8,8,8,2,
2,0,8,0,8,0,8,8,8,0,8,0,8,8,0};
const byte rooom_2_3[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,0,8,8,8,11,16,16,16,
0,0,8,8,8,8,8,8,8,8,8,10,16,16,16,
0,8,8,8,8,8,0,8,8,0,8,10,16,16,16,
8,8,8,0,8,8,8,8,8,8,8,10,16,16,16,
8,8,8,8,8,8,0,8,8,8,8,9,15,15,15,
8,8,8,0,8,8,8,8,8,8,8,8,8,8,8,
0,8,8,8,8,8,0,8,8,8,8,8,8,8,8,
0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
const byte room_2_4[] PROGMEM = {15,9,
8,8,
16,16,16,14,8,8,8,0,0,0,8,0,0,8,0,
16,16,16,14,8,8,8,0,0,0,8,0,0,8,0,
16,16,16,14,8,8,8,8,8,8,8,8,8,8,8,
15,15,15,12,8,8,8,0,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
const byte room_2_5[] PROGMEM = {15,9,
8,8,
0,8,0,8,8,8,0,8,0,8,0,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,0,8,8,8,8,
8,8,0,8,8,8,0,8,0,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,0};
const byte room_2_6[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,8,0,0,0,0,8,0,0,0,
0,0,0,0,0,0,0,8,0,0,8,8,8,8,8,8,
0,0,0,0,0,0,0,8,0,8,8,8,8,0,0,0,
8,8,8,8,8,8,8,8,0,8,8,8,8,0,0,0,
8,8,8,8,8,8,8,8,0,8,8,8,8,0,0,0,
8,8,8,8,8,8,8,8,0,8,8,8,8,0,0,0,
0,0,0,0,0,0,0,0,0,8,8,8,8,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
const byte room_2_7[] PROGMEM = {15,9,
8,8,
0,0,0,8,0,0,0,0,0,0,0,0,0,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,0,8,8,0,0,
0,0,8,8,0,0,0,0,0,0,0,0,0,8,0,0,
0,0,8,8,0,0,0,0,0,0,0,0,0,8,8,8,
0,0,8,8,0,0,0,0,0,0,0,0,0,8,8,8,
0,0,8,8,0,0,0,0,0,0,0,0,0,8,8,8,
0,0,8,8,0,0,0,0,0,0,0,0,0,0,0,0,
8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
const byte room_2_8[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,4,8,8,8,8,8,3,2,2,2,4,8,3,2,
2,8,8,8,8,8,8,8,3,2,4,8,8,8,2,
8,8,8,8,0,8,8,8,8,8,8,8,0,8,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,2,
2,8,8,8,0,8,8,8,8,8,8,8,0,8,2,
2,8,8,8,8,8,8,8,5,2,6,8,8,8,2,
2,6,8,8,8,8,8,5,2,2,2,6,8,5,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};
const byte room_2_9[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,8,10,16,16,16,16,
2,2,2,2,2,2,4,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,2,6,8,8,8,10,16,16,16,16,
2,2,2,2,2,2,2,8,8,8,10,16,16,16,16};
const byte room_3_1[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,0,8,0,8,8,8,0,8,0,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,0,8,0,8,8,8,0,8,0,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
const byte room_3_2[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,8,8,8,0,0,0,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,8,8,0,8,8,8,0,8,0,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,8,8,0,8,8,8,0,8,0,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,8,8,0,8,8,8,0,8,0,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,0,8,0,8,8,8,0,8,0,8,0};
const byte room_3_3[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,8,8,8,0,0,0,0,0,
0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,
0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,
0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,8,7,8,8,8,8,8,8,8,8,8,8,8,
0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,
0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,
0,0,0,0,0,0,0,8,8,8,0,0,0,0,0};
const byte room_3_4[] PROGMEM ={15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
17,17,17,14,8,8,8,8,8,8,8,8,8,8,8,
16,16,16,13,8,8,8,8,8,8,8,8,8,8,8,
16,16,16,13,8,8,8,0,0,0,8,0,0,8,0,
16,16,16,13,8,8,8,0,0,0,8,0,0,8,0};
const byte room_3_5[] PROGMEM = {15,9,
8,8,
0,8,0,8,8,8,0,8,0,8,0,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,0,8,8,8,0,8,0,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,0,8,8,8,8,
8,8,0,8,8,8,0,8,0,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,0,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,8,8,0,8,0,8,0,8,8,8,0};
const byte room_3_6[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,0,0,0,0,0,0,0,0,0,0,8,8,0,0,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,
8,8,8,8,8,8,8,0,0,0,0,8,0,0,0,
0,0,0,0,0,0,8,0,0,0,0,8,0,0,0};
const byte room_3_7[] PROGMEM = {15,9,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0};
const byte room_3_8[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,4,8,8,8,8,8,3,2,2,2,4,8,3,2,
2,8,8,8,8,8,8,8,3,2,4,8,8,8,2,
8,8,8,8,0,8,8,8,8,8,8,8,0,8,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,2,
8,8,8,8,0,8,8,8,8,8,8,8,0,8,2,
2,8,8,8,8,8,8,8,5,2,6,8,8,8,2,
2,6,8,8,8,8,8,5,2,2,2,6,8,5,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};
const byte room_3_9[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,4,8,8,8,8,10,16,16,16,16,
2,2,2,2,4,8,8,8,8,8,10,16,16,16,16,
2,2,2,4,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,6,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,6,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,8,8,8,8,8,10,16,16,16,16};
const byte room_4_1[] PROGMEM = {15,9,
8,8,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
const byte room_4_2[] PROGMEM = {15,9,
8,8,
16,16,16,16,16,16,13,8,8,8,0,0,0,0,0,
16,16,16,16,16,16,13,8,8,8,8,8,8,0,0,
16,16,16,16,16,16,13,8,8,8,8,8,8,0,0,
15,15,15,15,15,15,12,8,8,8,8,8,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,0,0,0,0,0,0,8,8,8,0,0,0,0,0};
const byte room_4_3[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,4,8,8,8,8,8,8,8,8,8,8,8,3,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,8,2,
2,8,0,8,8,11,17,17,17,14,8,8,0,8,2,
2,8,8,8,8,10,16,16,16,13,8,8,8,8,2,
2,8,0,8,8,9,15,15,15,12,8,8,0,8,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,8,2,
2,6,8,8,8,8,8,8,8,8,8,8,8,5,2,
2,2,2,2,2,2,2,8,8,8,2,2,2,2,2};
const byte room_4_4[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,8,2,2,2,2,2,
2,2,4,8,8,8,8,8,8,8,8,8,3,2,2,
2,4,8,8,8,8,8,8,8,8,8,8,8,3,2,
8,8,8,8,0,8,8,8,8,8,0,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,0,8,8,8,8,8,0,8,8,8,8,
2,6,8,8,8,8,8,8,8,8,8,8,8,5,2,
2,2,6,8,8,8,8,8,8,8,8,8,5,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};
const byte room_4_5[] PROGMEM ={15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,0,8,8,8,0,
0,8,8,8,8,0,8,8,8,8,0,8,8,8,0,
8,8,8,8,8,8,8,0,8,8,0,8,8,8,0,
8,8,0,8,8,0,8,8,8,8,0,8,8,8,0,
8,8,8,8,8,8,8,0,8,8,0,8,8,8,0,
0,8,8,8,8,0,8,8,8,8,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,0,8,8,8,0,
0,8,0,8,8,8,0,8,0,8,0,8,8,8,0};
const byte room_4_6[] PROGMEM = {15,9,
8,8,
2,2,4,3,2,2,18,2,2,2,4,3,2,2,2,
2,4,8,8,3,2,18,2,2,2,8,8,8,2,2,
2,8,8,8,8,2,18,2,2,4,8,8,8,2,2,
4,8,8,8,8,3,18,2,2,4,8,8,8,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
6,8,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,6,5,2,2,6,5,2,2,2,6,5,2,2,2};
const byte room_4_7[] PROGMEM = {15,9,
8,8,
0,8,0,8,0,8,0,8,8,8,0,8,0,8,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
0,8,8,8,8,8,0,8,8,8,0,8,8,8,0,
8,8,0,8,0,8,8,8,0,8,8,8,0,8,8,
8,8,8,8,8,8,0,8,8,8,0,8,8,8,8,
8,8,0,8,0,8,8,8,0,8,8,8,0,8,8,
0,8,8,8,8,8,0,8,8,8,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0};
const byte room_4_8[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,0,8,8,8,8,8,0,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
8,8,8,8,0,8,8,8,8,8,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
0,0,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
const byte room_4_9[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,4,8,8,8,8,10,16,16,16,16,
2,2,2,2,4,8,8,8,8,8,10,16,16,16,16,
2,2,2,4,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,6,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,6,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,8,8,8,8,8,10,16,16,16,16};
const byte bush[] PROGMEM = {B00101100,B01010010,B10001001,B01000010,B10010001,B01001010,B00100100,B01111110,};
const byte port_noir[] PROGMEM = {B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,};
const byte rock_terrain_master[] PROGMEM = {B01001101,B10100100,B10010001,B01001010,B10010000,B01100101,B10001001,B01011010,};
const byte rock_valley_ne[] PROGMEM = {B10101010,B10010101,B01000100,B00101001,B00110010,B00001010,B00000100,B00000011,};
const byte rock_valley_nw[] PROGMEM = {B01010101,B10101001,B00100010,B10010100,B01001100,B01010000,B00100000,B11000000,};
const byte rock_valley_se[] PROGMEM = {B00000011,B00000100,B0011001,B00010010,B00101001,B01000110,B10110001,B10001010,};
const byte rock_valley_sw[] PROGMEM = {B11000000,B00100000,B10011000,B01001000,B10010100,B01100010,B10001101,B01010001,};
const byte turtle_rock[] PROGMEM = {B01101100,B10110010,B11010001,B01010101,B01010010,B10011001,B10000001,B11111110,};
const byte void_tile[] PROGMEM = {B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,};
const byte water_left_bottom[] PROGMEM = {B10001111,B10000000,B11110000,B10000000,B10001111,B10000000,B11110000,B11111111,};
const byte water_left_middle[] PROGMEM = {B10001111,B10000000,B11110000,B10000000,B10001111,B10000000,B11110000,B10000000,};
const byte water_left_top[] PROGMEM = {B11111111,B10000000,B11110000,B10001111,B10000000,B10000000,B11110000,B10000000,};
const byte water_right_bottom[] PROGMEM = {B1110001,B00000001,B0000111,B00000001,B11110001,B00000001,B00001111,B11111111,};
const byte water_right_middle[] PROGMEM = {B11110001,B00000001,B00001111,B00000001,B11110001,B00000001,B00001111,B00000001,};
const byte water_right_top[] PROGMEM = {B11111111,B00000001,B00001111,B00000001,B11110001,B00000001,B00001111,B00000001,};
const byte water_middle_bottom[] PROGMEM = {B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,B00001111,B11111111,};
const byte water_middle_middle[] PROGMEM = {B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,B00001111,B00000000,};
const byte water_middle_top[] PROGMEM = {B11111111,B00000000,B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,};
const byte steps[] PROGMEM = {B10000001,B01111110,B10000001,B01111110,B10000001,B01111110,B10000001,B01111110,};
const byte dead_tree[] PROGMEM = {B10101001,B01010110,B01001001,B10101010,B01011010,B00111100,B00011000,B00011000,};
const byte dungeon_left_bottom[] = {B11111111,B10001111,B01001111,B11111111,B10001111,B01001111,B11111111,B10001111,};
const byte dungeon_left_top[] = {B00010001,B00101110,B00101010,B00101110,B01000000,B01000001,B10010010,B10001000,};
const byte dungeon_right_bottom[] = {B11111111,B11110001,B11110010,B11111111,B11110001,B11110010,B11111111,B11110001,};
const byte dungeon_right_top[] = {B10001000,B01110100,B01010100,B01110100,B00000010,B10000010,B01001001,B00010001,};
const byte statue[] = {B10111010,B11000110,B01101100,B11101110,B11111110,B11111110,B01101100,B01101100,};
const byte bridge[] = {B01110111,B10001000,B10101010,B10001000,B10001000,B10101010,B10001000,B01110111,};
const byte grave_marker[] PROGMEM = {B00011000,B00111100,B01100110,B0100010,B01100110,B01100110,B00111100,B11111111,};
const byte dungeon_middle[] = {B10000001,B01000010,B00111100,B00000000,B00000000,B10011001,B00011000,B01000010,};
const byte sand[] PROGMEM = {B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,};
const byte *spritesheet[] = {bush, port_noir, rock_terrain_master, rock_valley_ne,
rock_valley_nw, rock_valley_se, rock_valley_sw, turtle_rock, void_tile, water_left_bottom,
water_left_middle, water_left_top, water_right_bottom, water_right_middle, water_right_top,
water_middle_bottom, water_middle_middle, water_middle_top, steps, dead_tree, dungeon_left_bottom,
dungeon_left_top, dungeon_right_bottom, dungeon_right_top, statue, bridge, grave_marker, dungeon_middle,};
const byte sever_front_black[] PROGMEM = {8,8,0x39,0x7d,0x01,0x01,0xfe,0x01,0x7c,0x46};
const byte sever_front_grey[] PROGMEM = {8,8,0x82,0x82,0xd6,0x7c,0x01,0xa8,0x00,0x00,};
const byte sever_left_black[] PROGMEM = {8,8,0x9f,0xbe,0x80,0x82,0x7f,0x00,0x3e,0x62,};
const byte sever_left_grey[] PROGMEM = {8,8,0x00,0x00,0x17,0x3c,0x00,0x95,0x00,0x00,};
const byte sever_rear_black[] PROGMEM = {8,8,0x9c,0xbe,0xbe,0x80,0x7f,0x88,0x3e,0x62,};
const byte sever_rear_grey[] PROGMEM = {8,8,0x41,0x41,0x7f,0x3e,0x80,0x15,0x00,0x00,};
const byte sever_right_black[] PROGMEM = {8,8,0xf9,0x7d,0x01,0x41,0xfe,0x00,0x7c,0x46,};
const byte sever_right_grey[] PROGMEM = {8,8,0x00,0x00,0xe8,0x3c,0x00,0xa9,0x00,0x00,};
int player_x = 70;
int player_y = 40;
int player_direction = 0;
int x=0,y=0;
int camerax = -20 ;
int cameray = -10 ;
int xmax = -68;
void setup() {
gb.begin();
gb.titleScreen(F("test"));
gb.setFrameRate(62);
gb.display.persistence = false;
}
/////////PLAYER_MOVEMENT\\\\\\\\\
void loop() {
if(gb.update()){
if (gb.buttons.repeat(BTN_RIGHT,1));//{x--;}
if (gb.buttons.repeat(BTN_LEFT,1));//{x++;}
if (gb.buttons.repeat(BTN_DOWN,1));//{y--;}
if (gb.buttons.repeat(BTN_UP,1));//{y++;}
//////camera controls
if(player_x > 59 && camerax < 0 && camerax > -52){player_x = 59;camerax--;}
//value 59 equals player position on right when camera will start to follow
//value 0 and -52 equals camera boundary positions
else if(player_x < 15 && camerax < 0 && camerax > -52){player_x = 15;camerax++;}
//value 15 equals player position on left when camera will start to follow
//value 0 and -52 equals camera boundary positions
else if(player_x > 59 && camerax <= 0 && camerax >= -52)camerax--;
else if(player_x < 15 && camerax <= 0 && camerax >= -52)camerax++;
if(player_y > 28 && cameray < 0 && cameray > -40){player_y = 28;cameray--;}
//value 28 equals player position on right when camera will start to follow
//value 0 and -40 equals camera boundary positions
else if(player_y < 15 && cameray < 0 && cameray > -40){player_y = 15;cameray++;}
//value 15 equals player position on left when camera will start to follow
//value 0 and -40 equals camera boundary positions
else if(player_y > 28 && cameray <= 0 && cameray >= -40)cameray--;
else if(player_y < 15 && cameray <= 0 && cameray >= -40)cameray++;
if(camerax > 0)camerax= 0;
else if(camerax < -52) camerax = -52;
//value 0 and -52 equals camera boundary positions
if(cameray > 0)cameray= 0;
else if(cameray < -40) cameray = -40;
//value 0 and -40 equals camera boundary positions
gb.display.drawTilemap(camerax,cameray,room_1_1,spritesheet);
if(gb.buttons.repeat(BTN_UP,1)){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_rear_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_rear_grey);
}
player_direction = 1;
player_y = player_y - 1;
if(checkcolision())player_y++; // ADD by Summoner123 - If have colision on the new position regreat one Pixel
}
if(player_y <= 0){
player_y = 0;}
if(gb.buttons.repeat(BTN_DOWN,1)){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_front_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_front_grey);
}
player_direction = 2;
player_y = player_y + 1;
if(checkcolision())player_y--; // ADD by Summoner123 - If have colision on the new position regreat one Pixel
}
if(player_y >= 40){
player_y = 40;}
if(gb.buttons.repeat(BTN_RIGHT,1)){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_right_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_right_grey);
}
player_direction = 3;
player_x = player_x + 1;
if(checkcolision())player_x--; // ADD by Summoner123 - If have colision on the new position regreat one Pixel
}
if(player_x >= 77){
player_x = 77;}
if(gb.buttons.repeat(BTN_LEFT,1)){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_left_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_left_grey);
}
player_direction = 4;
player_x = player_x - 1;
if(checkcolision())player_x++; // ADD by Summoner123 - If have colision on the new position regreat one Pixel
}
if(player_x <= -2){
player_x = -2;}
////////////PLAYER DIRECTION/////////////
if (player_direction == 1){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_rear_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_rear_grey);
}
}
else if (player_direction == 2){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_front_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_front_grey);
}
}
else if (player_direction == 3){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_left_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_left_grey);
}
}
else if (player_direction == 4){
gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_right_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_right_grey);
}
}
else { gb.display.setColor(BLACK);{
gb.display.drawBitmap(player_x,player_y,sever_front_black);
}
gb.display.setColor(GRAY);{
gb.display.drawBitmap(player_x,player_y,sever_front_grey);
}
}
}
}
bool checkcolision() // Transformed it into a function
{
uint16_t i;
for(i=0; i < gb.display.numcolision + 1; i++)
{
if(gb.collideRectRect(player_x,player_y,8,8,gb.display.solid[i].x,gb.display.solid[i].y,8,8))
{
if(gb.display.solid[i].spritecol == void_tile); //Do nothing because it's floor - This line not needed
if(gb.display.solid[i].spritecol == bush)return true;
else if(gb.display.solid[i].spritecol == port_noir)return true;
else if(gb.display.solid[i].spritecol == rock_terrain_master){gb.popup(F(" ""Rock"" "),1); return true;} //Return True if character have touched the wall
else if(gb.display.solid[i].spritecol == rock_valley_ne)return true;
else if(gb.display.solid[i].spritecol == rock_valley_nw)return true;
else if(gb.display.solid[i].spritecol == rock_valley_se)return true;
else if(gb.display.solid[i].spritecol == rock_valley_sw)return true;
else if(gb.display.solid[i].spritecol == turtle_rock)return true;
else if(gb.display.solid[i].spritecol == water_left_bottom)return true;
else if(gb.display.solid[i].spritecol == water_left_middle)return true;
else if(gb.display.solid[i].spritecol == water_left_top)return true;
else if(gb.display.solid[i].spritecol == water_right_bottom)return true;
else if(gb.display.solid[i].spritecol == water_right_middle)return true;
else if(gb.display.solid[i].spritecol == water_right_top)return true;
else if(gb.display.solid[i].spritecol == water_middle_bottom)return true;
else if(gb.display.solid[i].spritecol == water_middle_middle)return true;
else if(gb.display.solid[i].spritecol == water_middle_top)return true;
else if(gb.display.solid[i].spritecol == steps)return true;
else if(gb.display.solid[i].spritecol == dead_tree)return true;
else if(gb.display.solid[i].spritecol == dungeon_left_bottom)return true;
else if(gb.display.solid[i].spritecol == dungeon_left_top)return true;
else if(gb.display.solid[i].spritecol == dungeon_right_bottom)return true;
else if(gb.display.solid[i].spritecol == dungeon_right_top)return true;
else if(gb.display.solid[i].spritecol == statue)return true;
else if(gb.display.solid[i].spritecol == bridge)return true;
}
}
return false; // Return false if don't touch anything
}
The colors palette stuff is for the writerect bitmaps for coloration. I wanted the color palettes to be custom so the user isn’t stuck using the library predefined colors or the order they are in. I need to do re do it I know.
black 1
blue 2
brown 3
green 4
grey 5
pink 6
red 7
lightbrown 8
lightgreen 9
darkgrey a
lightgrey b
yellow c
purple d
white e
const byte gurneyrightw[] = {
0x00,0x06,0x66,0x66,0x66,0x60,0x00,0x00,
0x00,0x66,0x65,0x55,0x66,0x66,0x00,0x00,
0x00,0x55,0x55,0x56,0x66,0x66,0x10,0x00,
0x00,0x55,0x55,0x56,0x65,0x56,0x10,0x00,
0x00,0x55,0x55,0x56,0x66,0x66,0x10,0x00,
0x00,0x15,0x55,0x55,0x66,0x16,0x10,0x00,
0x00,0x01,0x56,0x65,0x66,0x16,0x10,0x00,
0x00,0x00,0x16,0x66,0x66,0x66,0x10,0x00,
0x00,0x00,0x01,0x16,0x66,0x61,0x00,0x00,
0x00,0x00,0x01,0x11,0x11,0x50,0x00,0x00,
0x00,0x01,0x16,0x61,0x11,0x11,0x10,0x00,
0x00,0x18,0x16,0x61,0x58,0x15,0x51,0x00,
0x00,0x15,0x81,0x11,0x11,0x85,0x10,0x00,
0x00,0x15,0x51,0x00,0x01,0x11,0x00,0x00,
0x00,0x15,0x50,0x00,0x00,0x00,0x00,0x00,
0x00,0x01,0x10,0x00,0x00,0x00,0x00,0x00};
When I was writing the buttons I had a hard time getting the usual button pressed button release stuff down and paul over at teensy suggested using the bounce library which worked instantly, The update button and rebounce update the buttons constantly so the presses are accurate and the rebounce of course repeats a button press while its held.