Figured it out myself.
pats self on back
Thanks me!
#include <Arduboy2.h>
const byte PROGMEM player_bitmaps[] =
{
8, 16,
0x00, 0x00, 0xc0, 0x20, 0xf0, 0xfe, 0xf6, 0xe0, 0x00, 0x00, 0x03, 0x04, 0xff, 0x03, 0xff, 0x07, // R still
0x00, 0x00, 0xe0, 0x10, 0xf8, 0xff, 0xfb, 0xf0, 0x00, 0x20, 0x21, 0x22, 0x1f, 0x01, 0xff, 0x03, // R walk 1
0x00, 0x00, 0xc0, 0x20, 0xf0, 0xfe, 0xf6, 0xe0, 0x00, 0x00, 0x03, 0x24, 0xff, 0x23, 0x1f, 0x07, // R walk 2
0x00, 0xe0, 0xf6, 0xfe, 0xf0, 0x20, 0xc0, 0x00, 0x00, 0x07, 0xff, 0x03, 0xff, 0x04, 0x03, 0x00,
0x00, 0xf0, 0xfb, 0xff, 0xf8, 0x10, 0xe0, 0x00, 0x00, 0x03, 0xff, 0x01, 0x1f, 0x22, 0x21, 0x20,
0x00, 0xe0, 0xf6, 0xfe, 0xf0, 0x20, 0xc0, 0x00, 0x00, 0x07, 0x1f, 0x23, 0xff, 0x24, 0x03, 0x00,
};
Arduboy2 arduboy;
Sprites sprites;
byte frame = 0;
void setup()
{
arduboy.begin();
arduboy.clear();
arduboy.setFrameRate(30);
}
void loop() {
if (!(arduboy.nextFrame())) return;
arduboy.clear();
sprites.drawSelfMasked(0, 0, player_bitmaps, frame);
if (arduboy.everyXFrames(3)) frame++;
if (frame > 2) frame = 0;
arduboy.display();
}