Difference between revisions of "Start to code"

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(Create the starting page section)
 
(Added the bitmap section)
 
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==Starting page==
 
==Starting page==
 +
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===Basics===
 
When you start creating your game, you should have included these file:
 
When you start creating your game, you should have included these file:
  
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===Customize the title screen===
 
===Customize the title screen===
The function <code>gb.titleScreen</code> display only a title, to display a picture, create a 8x8px up to 64*30px PNG/JPG/etc. file and uplode it on the Bitmap encoder in the [[Download]],
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The function <code>gb.titleScreen</code> display only a title, to display a picture, create an 8x8px up to 64*30px PNG/JPG/etc. file and upload it on the Bitmap encoder in the [[Download]],
If you want to edit it later, take the binary with multi-line (Wrap output line = true) or if you want it in one simple line choose hexadecimal with a single line (Wrap output line = false)
+
If you want to edit it later, take the binary with multi-line (Wrap output line = true) or if you want it in one simple line choose hexadecimal with a single line (Wrap output line = false)
 +
 
 +
==Bitmaps==
 +
Do you want to create a bitmap? or maybe create a map of them?
 +
It's here
 +
 
 +
===Create a bitmap===
 +
Note: If in your game, you enable persistence, you'll need to draw the bitmap each frame.
 +
 
 +
First, you need to create the bitmap on a byte array like this:
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<code>
 +
const PROGMEM byte Name[] {
 +
  /*The size of the bitmap*/
 +
  8,8,
 +
  /*The bitmap itself*/
 +
  B00000000,
 +
  B00000000,
 +
  B00000000,
 +
  B00000000,
 +
  B00000000,
 +
  B00000000,
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  B00000000,
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  B00000000
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};
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</code>
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(You can make it using hexadecimal but it will be harder to modify after.)
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 +
0 = a blank pixel/white and 1 = a black pixel
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 +
===Draw the bitmap===
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To draw a bitmap, use :
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[[gb.display.drawBitmap]](x, y, bitmap, rotation, flip);
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First, there's the coordinate to draw on the screen, x and y. Replace bitmap with the name of the bitmap (It's "Name" in the exemple above). Rotation and flip are optional, replace rotation with NOROT (Not rotation : 0°), ROTCCW (Rotate counterclockwise: -90° or 270°), ROT180 (180 Rotation : 180°) and ROTCW (Rotate clockwise: 90°). For flip, use NOFLIP (No flip), FLIPH (Flip horizontally), FLIPV (Flip vertically) and FLIPHV (Reverse the bitmap, vertically and horizontally).
 +
 
 +
===Draw a map===
 +
(Work in progress)

Latest revision as of 2016-11-27T21:04:27

Starting page

Basics

When you start creating your game, you should have included these file:

#include <SPI.h> (To communicate with the Gamebuino's screen)

#include <Gamebuino.h> (To get the pre made library)

Gamebuino gb (To create a Gamebuino object named gb)

Then, you'll need to initialize the Gamebuino object in the setup function using this: gb.begin(); and display the menu using the gb.titleScreen function: gb.titleScreen(F("The name of your game"));

For now, your code should look like this:

 #include <SPI.h>
 #include <Gamebuino.h>
 
 Gamebuino gb;
 
 void setup () {
   gb.begin();
   
   gb.titleScreen(F("My game"));
 }

Customize the title screen

The function gb.titleScreen display only a title, to display a picture, create an 8x8px up to 64*30px PNG/JPG/etc. file and upload it on the Bitmap encoder in the Download, If you want to edit it later, take the binary with multi-line (Wrap output line = true) or if you want it in one simple line choose hexadecimal with a single line (Wrap output line = false)

Bitmaps

Do you want to create a bitmap? or maybe create a map of them? It's here

Create a bitmap

Note: If in your game, you enable persistence, you'll need to draw the bitmap each frame.

First, you need to create the bitmap on a byte array like this: const PROGMEM byte Name[] {

 /*The size of the bitmap*/
 8,8,
 /*The bitmap itself*/
 B00000000,
 B00000000,
 B00000000,
 B00000000,
 B00000000,
 B00000000,
 B00000000,
 B00000000

}; (You can make it using hexadecimal but it will be harder to modify after.)

0 = a blank pixel/white and 1 = a black pixel

Draw the bitmap

To draw a bitmap, use :

gb.display.drawBitmap(x, y, bitmap, rotation, flip); 

First, there's the coordinate to draw on the screen, x and y. Replace bitmap with the name of the bitmap (It's "Name" in the exemple above). Rotation and flip are optional, replace rotation with NOROT (Not rotation : 0°), ROTCCW (Rotate counterclockwise: -90° or 270°), ROT180 (180 Rotation : 180°) and ROTCW (Rotate clockwise: 90°). For flip, use NOFLIP (No flip), FLIPH (Flip horizontally), FLIPV (Flip vertically) and FLIPHV (Reverse the bitmap, vertically and horizontally).

Draw a map

(Work in progress)