To point out some of the specific problems
arduboy.clear()
clears the screen.
In your code you’re drawing Start
and then clearing the screen, so that sprite will be erased before it’s shown.
It also means that in this case:
if(var > 10){
arduboy.drawBitmap(97,15, base2, 32, 32, BLACK);
arduboy.clear();
}
You’re drawing a sprite and then immediately erasing it.
Secondly the loop @Botisaurus hinted at:
for (int i=0; i <= 150; i++){
Seems to not really serve a purpose.
A better approach
From reading this code I think where you’re going wrong is in your approach to the code.
You’re trying to tell it what you want it to do all at once in a single function.
Games generally don’t work like that.
Nearly every modern game consists of an update-render loop in which the code:
- Updates input
- Updates the game state (physics, ai, general logic)
- Renders the graphics
These are generally kept distinct and not mixed (i.e. not moving the character and then drawing the character’s sprite immediately after).
The key bit of information that I think you’re missing is the concept of a state machine and how to get your game to be in different states and change state.
For example:
#include <Arduboy2.h>
// You'll probably want to replace this with a separate image of the rocket
// and the actual title when you know how
const uint8_t TitleScreenImage[] PROGMEM =
{
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xC0, 0xE0, 0x00, 0x00, 0x00, 0x00, 0xE0, 0xFC, 0xFF, 0xC3, 0xFF, 0xFC, 0xE0, 0x00, 0x00, 0x00, 0x00, 0xE0, 0xC0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x3F, 0xFC, 0xE0, 0x00, 0xFF, 0x3F, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x01, 0x00, 0x00, 0x00, 0x00, 0x01, 0x03, 0x03, 0x03, 0x03, 0x00, 0x01, 0x03, 0x03, 0x03, 0x03, 0x01, 0x03, 0x03, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x03, 0x03, 0x03, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x3F, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFC, 0x44, 0x44, 0x7C, 0x30, 0x00, 0x7C, 0x04, 0x04, 0x00, 0x7C, 0x54, 0x54, 0x5C, 0x00, 0x00, 0x5C, 0x54, 0x74, 0x00, 0x00, 0x5C, 0x54, 0x74, 0x00, 0x00, 0x00, 0x7C, 0x82, 0x01, 0x7D, 0x15, 0x7D, 0x01, 0x82, 0x7C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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};
const unsigned char PlayerImage[] PROGMEM =
{
0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0xc0, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc0, 0xc0, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xff, 0xff, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xe1, 0xf1, 0xf9, 0xf9, 0xdd, 0xd, 0x86, 0x80, 0x80, 0x00, 0x3, 0x7, 0xc, 0xc, 0x1c, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0xff, 0xff, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x1f, 0x3f, 0x7f, 0x7f, 0xef, 0xc3, 0x87, 0x7, 0x7, 0x3, 0x00, 0x00, 0x00, 0x00, 0x2, 0x6, 0xe, 0xe, 0xe, 0xe, 0xf, 0xf, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xe, 0xa, 0x1, 0x00, 0x00, 0x00,
};
// This is a scoped enumeration (often called an 'enum class')
// Don't worry too much about how this works,
// just see how it's used
enum class GameState : uint8_t
{
TitleScreen,
Gameplay,
};
Arduboy2 arduboy = Arduboy2();
GameState gameState = GameState::TitleScreen;
// int16_t is the same as int on the Arduboy,
// but int isn't the same size on all platforms,
// while int16_t is
uint16_t playerX = 0;
uint16_t playerY = 0;
// The 'void' in the brackets means 'this function takes no arguments'
// If you don't know what functions and arguments are,
// you need to read more tutorials - they're crucial to writing manageable games
void setup(void)
{
arduboy.begin();
}
void loop(void)
{
// This stops the Arduboy trying to draw before it's ready
if(!arduboy.nextFrame())
return;
// This updates the button state
arduboy.pollButtons();
// Do different things depending on the current game state
switch(gameState)
{
case GameState::TitleScreen:
updateTitleScreen();
break;
case GameState::Gameplay:
updateGameplay();
break;
}
// This clears the screen
arduboy.clear();
// Do different things depending on the current game state
switch(gameState)
{
case GameState::TitleScreen:
renderTitleScreen();
break;
case GameState::Gameplay:
renderGameplay();
break;
}
// This displays the screen
arduboy.display();
}
void updateTitleScreen(void)
{
// If A is pressed, move to Gameplay state
if(arduboy.justPressed(A_BUTTON))
{
gameState = GameState::Gameplay;
}
}
void updateGameplay(void)
{
// If left is pressed, move the player left
if(arduboy.pressed(LEFT_BUTTON))
{
--playerX;
}
if(arduboy.pressed(RIGHT_BUTTON))
{
++playerX;
}
// I'll let you fill in the equivalent for Y
}
void renderTitleScreen(void)
{
// You don't need to specify the colour, it defaults to 'BLACK',
// which means 'draw the image normally'
// Using 'WHITE' inverts the image
arduboy.drawBitmap(0, 0, TitleScreenImage, 128, 64);
}
void renderGameplay(void)
{
// Draw the player at the player position
arduboy.drawBitmap(playerX, playerY, PlayerImage, 32, 32);
}
(Gist available here.)
Feel free to ask questions, I’m probably doing at least half a dozen things in that code that you haven’t encountered before.
Some other tips
Avoid delay
.
It delays all the code, which includes drawing and input, so your game can end up feeling unresponsive.
(Also, never be afraid to ask questions, most programmers love discussing code and explaining how it works because code is cool.)
(Specific questions are more likely to get good answers though, vague or general questions are hard to answer.)