Difference between revisions of "Start to code"
(Create the starting page section) |
(Added the bitmap section) |
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==Starting page== | ==Starting page== | ||
+ | |||
+ | ===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: | ||
Line 31: | Line 33: | ||
===Customize the title screen=== | ===Customize the title screen=== | ||
− | The function <code>gb.titleScreen</code> display only a title, to display a picture, create | + | 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) | |
+ | |||
+ | ==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: | ||
+ | <code> | ||
+ | const PROGMEM byte Name[] { | ||
+ | /*The size of the bitmap*/ | ||
+ | 8,8, | ||
+ | /*The bitmap itself*/ | ||
+ | B00000000, | ||
+ | B00000000, | ||
+ | B00000000, | ||
+ | B00000000, | ||
+ | B00000000, | ||
+ | B00000000, | ||
+ | B00000000, | ||
+ | B00000000 | ||
+ | }; | ||
+ | </code> | ||
+ | (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) |
Latest revision as of 2016-11-27T21:04:27
Contents
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)