So I’ve started getting more into it and decided to go with everyXframe for the gravity… I know it’s a little cheaper and I would honestly rather use floating or fixed points (just to learn them), but if there are rounding errors as you mentioned then I could already forsee this causing issues.
Aside from setting earths gravity to a specified height window (so the player can now leave earths gravity, fly around, and return), all I’ve tried to do so far is the background scrolling, but had no luck. I know its pretty large, but the background tiles are 64x64 so I could fit it once along the screen height, and i tried to tile it twice so it would be 2x the screen height (in two separate draw commands so I could work with them each individually, if needed) and since I had to offset it back because it draws down I had to subtract 64 from one and 128 from the other (during the draw command so the actual values are unchanged), then I tried to set it so when the background Y point reached 64 it would set it back to 0. This did nothing.
I’m sure it’s harder to visualize what I mean without the code, sorry, just spent the better part of my night playing my Arduboy (naturally :P), but I’m going to move most of my game code to separate header files now so i won’t be spamming the forum, then I’ll post it when it’s cleaned up a bit.
EDIT: can’t upload over the game that’s already on there and don’t feel like having to fight with it for however long (again) so I’m just gonna have to do the cleanup later.
Here is my current code, with my last attempt to offset the background when it reached a certain point (with no luck) in the drawGame() function. Next im just going to print the value to the screen and see what it is, in case its a simple oversight on my part.
EDIT 2: A couple things worth noting… it seems that my background scrolling is offsetting by 1 each time (so as the player takes off and lands repeatedly it becomes 1, then 2, then 3, etc.) so ill have to address this before moving on. Judging by the similar issue with the player sprite i would think its likely something similar to that. Also, when i printed the value to the screen it showed the number decreasing in value rather than increasing, so changing the 64 to negative got it to do what i wanted (although now i will have to figure out how to make it work in the opposite direction, but will worry about implementing this after i fix the other issue). Have since removed the statement to shift the background at a certain value, but have added a counter for testing.
EDIT 3 (last one, promise): Got the bug fixed, just had to set the height increment for gravity to the beginning, rather than the end (not sure why this worked when its opposite the input, but doesnt seem to affect the player sprite any) so I posted over top the code that was there. Now moving on to the background looping…
#include <Arduboy2.h>
Arduboy2 arduboy;
uint16_t heightCounter = 0;
struct Timer {
unsigned long currentMillis;
unsigned long previousMillis = 0;
};
struct PointXY {
int x = 0;
int y = 0;
};
struct Launchpad {
int x1;
int y1;
int x2;
int y2;
};
struct FuelBar {
uint16_t x;
uint16_t y;
uint8_t height;
uint8_t width;
uint16_t rate;
};
struct Arrow {
uint16_t x1;
uint16_t x2;
uint16_t x3;
uint16_t y1;
uint16_t y2;
uint16_t y3;
};
Timer timer;
PointXY playerXY;
PointXY background1;
PointXY background2;
PointXY background3;
FuelBar fuelBar { 0, 20, 30, 5, 2000 };
constexpr Launchpad launchpad { 61, 58, 73, 58 };
constexpr Arrow arrow { 61, 73, 67, 58, 58, 64 };
constexpr int worldWidth = 128;
constexpr int worldHeight = 128;
constexpr int tileSize = 64;
uint8_t const *playerSprite = nullptr;
PROGMEM const unsigned char playerUp[] = {
// Bitmap Image. No transparency
// Width: 9 Height: 9
9, 9,
0x00, 0x00, 0xE0, 0x7C, 0x47, 0x7C, 0xE0, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
PROGMEM const unsigned char playerDown[] = {
9, 9,
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0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x0E, 0x7C, 0xC6, 0x7C, 0x0E, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x0E, 0x7C, 0xC7, 0x7C, 0x0E, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00,
};
PROGMEM const unsigned char playerLeft[] = {
// Bitmap Image. No transparency
// Width: 9 Height: 16
9, 9,
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0x01, 0x06, 0x2A, 0x74, 0xA8, 0x3C, 0x48, 0x10, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
PROGMEM const unsigned char playerRight[] = {
// Bitmap Image. No transparency
// Width: 9 Height: 16
9, 9,
0x00, 0x10, 0x08, 0x1C, 0xA8, 0x74, 0x2A, 0x06, 0x01,
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0x00, 0x10, 0x48, 0x3C, 0xA8, 0x74, 0x2A, 0x06, 0x01,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
PROGMEM const unsigned char backgroundTile1[] = {
// Bitmap Image. No transparency
// Width: 64 Height: 64
64, 64,
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};
PROGMEM const unsigned char backgroundTile2[] = {
// Bitmap Image. No transparency
// Width: 64 Height: 64
64, 64,
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};
PROGMEM const unsigned char backgroundTile3[] = {
// Bitmap Image. No transparency
// Width: 64 Height: 64
64, 64,
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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, 0x08, 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, 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,
};
void setup() {
arduboy.boot();
arduboy.setFrameRate(10);
playerSprite = playerUp;
arduboy.clear();
}
uint8_t playerFrame = 0;
void loop() {
if (!arduboy.nextFrame()) {
return;
}
timer.currentMillis = millis();
arduboy.clear();
testing();
AtLaunch();
arduboy.display();
}
void gravity(){
if (!arduboy.pressed(UP_BUTTON) && heightCounter >= 1 && heightCounter <= 150) {
//if height counter is less than 20 move player, if greater scroll background
--heightCounter;
if (heightCounter <= 20) {
movePlayerDown();
}
if (heightCounter >= 20) {
backgroundScrollUp();
}
}
}
void handleInput(){
//movement
//if up button pressed
if (arduboy.pressed(UP_BUTTON)) {
//if height counter is less than 20 move player, if greater scroll background
//change player sprite and frame
playerSprite = playerUp;
playerAnimate();
if (heightCounter <= 20) {
movePlayerUp();
}
if (heightCounter >= 20) {
backgroundScrollDown();
}
//if time elapsed is greater than fuel rate, lower bar
if ((timer.currentMillis - timer.previousMillis >= fuelBar.rate && fuelBar.height >= 1)) {
++fuelBar.y;
--fuelBar.height;
timer.previousMillis = timer.currentMillis;
}
//raise height counter
++heightCounter;
}
if (arduboy.pressed(DOWN_BUTTON)) {
//change player sprite and frame
playerSprite = playerDown;
playerAnimate();
//if height counter is less than 20 move player, if greater scroll background
if (heightCounter <= 20) {
movePlayerDown();
}
if (heightCounter >= 20) {
backgroundScrollUp();
}
//if time elapsed is greater than fuel rate, lower bar
if ((timer.currentMillis - timer.previousMillis >= fuelBar.rate && fuelBar.height >= 1)) {
++fuelBar.y;
--fuelBar.height;
timer.previousMillis = timer.currentMillis;
}
//lower height counter
--heightCounter;
}
//if left button is pressed and background is less than 75, scroll background and animate sprite
if (arduboy.pressed(LEFT_BUTTON)) {
backgroundScrollRight();
playerSprite = playerLeft;
playerAnimate();
}
//and right
if (arduboy.pressed(RIGHT_BUTTON)) {
backgroundScrollLeft();
playerSprite = playerRight;
playerAnimate();
}
//if no buttons are pressed, frame for player animation is 0
if (!arduboy.pressed(UP_BUTTON) && !arduboy.pressed(DOWN_BUTTON) && !arduboy.pressed(LEFT_BUTTON) && !arduboy.pressed(RIGHT_BUTTON)) {
playerFrame = 0;
}
}
void movePlayerUp() {
--playerXY.y;
}
void movePlayerDown() {
++playerXY.y;
}
void playerAnimate() {
if (playerFrame < 3) {
++playerFrame;
}
else
playerFrame = 0;
}
void drawBackground() {
//For each row in the column, draw background
for (int x = 0; x < worldWidth; x += tileSize ) {
for (int y = 0; y < worldHeight; y += tileSize) {
Sprites::drawSelfMasked(x + background1.x, y - background1.y - 64, backgroundTile1, 0 );
Sprites::drawSelfMasked(x + background2.x, y - background2.y - 64, backgroundTile2, 0 );
Sprites::drawSelfMasked(x + background3.x, y - background3.y - 64, backgroundTile3, 0 );
}
}
}
void backgroundScrollLeft(){
if (background1.x > -75) {
background1.x -= 1;
background2.x -= 2;
background3.x -= 3;
}
}
void backgroundScrollRight(){
if (background1.x < 75) {
background1.x += 1;
background2.x += 2;
background3.x += 3;
}
}
void backgroundScrollUp(){
background1.y += 1;
background2.y += 2;
background3.y += 3;
}
void backgroundScrollDown(){
background1.y -= 1;
background2.y -= 2;
background3.y -= 3;
}
void drawLaunchpad() {
arduboy.drawLine(launchpad.x1 + background1.x, launchpad.y1 - background1.y, launchpad.x2 + background1.x, launchpad.y2 - background1.y);
}
void drawPlayer() {
Sprites::drawSelfMasked(playerXY.x + 63, playerXY.y + 50, playerSprite, playerFrame);
}
void drawArrow() {
if (heightCounter >= 30 && heightCounter <=150) {
arduboy.fillTriangle(arrow.x1 + background1.x, arrow.y1, arrow.x2 + background1.x, arrow.y2, arrow.x3 + background1.x, arrow.y3);
}
}
void drawHUD() {
arduboy.setCursor(0,0);
arduboy.print("alt.");
arduboy.print('\n');
arduboy.print(heightCounter);
arduboy.print("00");
arduboy.fillRect(fuelBar.x, fuelBar.y, fuelBar.width, fuelBar.height);
}
void drawGame() {
drawBackground();
drawPlayer();
drawHUD();
}
void AtLaunch() {
drawGame();
drawLaunchpad();
gravity();
handleInput();
drawArrow();
}
void testing(){
arduboy.setCursor(40,7);
arduboy.print(background1.y);
}