I have created a "starry" background and a ship bitmap so far(its a simple monochrome bitmap made in paint that can be converted to code and displayed using the library). Basically how it works: the loop reads the stick values, changes the X/Y coordinates of where the ship will be, then draws the "stars" and then the ship. This obviously happens many times a second so it looks fairly fluid on screen. So, currently I can move the ship around on a starry background and i'm starting to work on projectiles.
Here's some code in progress.
////////////////////BITMAPS!/////////////////////////////////////
//120 pixels wide,96 pixels high
PROGMEM const unsigned char BckGnd[] = {
120,96,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x10,0x20,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x04,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x80,0x04,0x00,0x00,0x08,0x00,0x01,0x00,
0x00,0x00,0x00,0x00,0x40,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00};
PROGMEM const unsigned char Ship[] = {
8,7,
0x18,
0x18,
0x3C,
0xBD,
0xBD,
0xFF,
0xFF};
////////////////////END OF BITMAPS!/////////////////////////////////////
/*
RCA video plug:
Sync(Pin 9) -> 1k -> center prong
Video(pin 7) -> 470ohm -> center prong
Gnd -> outside casing
*/
#include <TVout.h>
#include <fontALL.h>
TVout TV; //init the TV object
//resolution of output
#define TVresW 120
#define TVresH 96
// x/y limits for ship
#define MaxRight (TVresW-8)
#define MaxDown (TVresH -7)
//this program uses a lot of memory, so i use bytes here because they are large enough for this purpose.
//where the ship is on screen
byte CurXPos = (TVresW-8)/2; //centers ship horizontally
byte CurYPos = TVresH -7; //(total height) - 7(ship height), moves ship to bottom
#define XaxisPin A2
int Xval=0; //raw stick data, x axis
#define YaxisPin A1
int Yval=0; //raw stick data, y axis
#define FireBtn 0 //aka digital 2 interrupt
volatile long lastDebounceTime = 0; // the last time the interrupt was triggered
#define debounceDelay 10 // the debounce time; decrease if quick button presses are ignored
volatile int fireState = LOW; //initial button state
volatile long lastFire = 0;
byte FireY =0;
byte FireX = 0;
void setup()
{
//Serial.begin(115200);
attachInterrupt(FireBtn,FireEvent, RISING); //fire button interrupt
TV.begin(NTSC,TVresW,TVresH); //initialize TV
delay(1000); //wait for TV to detect input
TV.bitmap(0,0,BckGnd); //displays the "stars"
TV.select_font(font8x8); //each char is 8x8 pixels
TV.print((TVresW-80)/2,(TVresH-8)/2,"Ship Test!"); //80 pixel long message, 8 tall
TV.bitmap(CurXPos,CurYPos,Ship); //displays the ship
delay(250);
}
void loop()
{
GetSticks(); //get raw data
MoveShip(); //move ship accordingly on screen
CheckFire(); //testing
}
void GetSticks()
{
Yval = analogRead(YaxisPin);
Xval = analogRead(XaxisPin);
/*
Serial.print(Xval);
Serial.print(" ");
Serial.println(Yval);
*/
if(Xval < 512) //move left
{
Xval = map(Xval,512,0,0,-4);
}
else//its >= 512
{
Xval = map(Xval,512,1023,0,4); //move right
}
if(Yval < 512) //move down
{
Yval = map(Yval,512,0,0,4);
}
else//its >= 512 //move up
{
Yval = map(Yval,512,1023,0,-4);
}
}
void MoveShip()
{
//get new pos
CurXPos += Xval;
CurYPos += Yval;
if (CurXPos > MaxRight) //check horizontal limits
{
CurXPos = 0;
}
else if(CurXPos <= 0)
{
CurXPos = MaxRight;
}
if (CurYPos > MaxDown) //check vertical limits
{
CurYPos = 0;
}
else if(CurYPos <= 0)
{
CurYPos = MaxDown;
}
//clear screen + display new ship
TV.bitmap(0,0,BckGnd); // used to be "TV.clear_screen();", but the BckGnd bitmap covers the enite screen, so not needed.
TV.bitmap(CurXPos,CurYPos,Ship);
/*
Serial.print(CurXPos);
Serial.print(",");
Serial.println(CurYPos);
*/
}
/*
void DrawFire() //works well at drawing a bullet, but stops the program whiles its doing it because of the for loop.
{
byte FireX = CurXPos + 4;
byte FireY = CurYPos;
for(byte i = FireY; i>=0; i--)
{
TV.set_pixel(FireX,i+1,0);
delay(2);
TV.set_pixel(FireX,i,1);
delay(2);
}
}
*/
//untested attempt at "drawing" fire(a bullet)
void FireEvent()
{
if ((millis() - lastDebounceTime) > debounceDelay)
{
lastDebounceTime = millis();
FireX = CurXPos + 4;
FireY = CurYPos;
fireState = true;
TV.set_pixel(FireX,FireY+1,0);
TV.set_pixel(FireX,FireY,1);
}
}
void CheckFire()
{
if(fireState && millis() > (lastFire + 2) && FireY >0)
{
FireY--;
lastFire = millis();
TV.set_pixel(FireX,FireY+1,0);
TV.set_pixel(FireX,FireY,1);
}
}
//120 pixels wide,96 pixels high
PROGMEM const unsigned char BckGnd[] = {
120,96,
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PROGMEM const unsigned char Ship[] = {
8,7,
0x18,
0x18,
0x3C,
0xBD,
0xBD,
0xFF,
0xFF};
////////////////////END OF BITMAPS!/////////////////////////////////////
/*
RCA video plug:
Sync(Pin 9) -> 1k -> center prong
Video(pin 7) -> 470ohm -> center prong
Gnd -> outside casing
*/
#include <TVout.h>
#include <fontALL.h>
TVout TV; //init the TV object
//resolution of output
#define TVresW 120
#define TVresH 96
// x/y limits for ship
#define MaxRight (TVresW-8)
#define MaxDown (TVresH -7)
//this program uses a lot of memory, so i use bytes here because they are large enough for this purpose.
//where the ship is on screen
byte CurXPos = (TVresW-8)/2; //centers ship horizontally
byte CurYPos = TVresH -7; //(total height) - 7(ship height), moves ship to bottom
#define XaxisPin A2
int Xval=0; //raw stick data, x axis
#define YaxisPin A1
int Yval=0; //raw stick data, y axis
#define FireBtn 0 //aka digital 2 interrupt
volatile long lastDebounceTime = 0; // the last time the interrupt was triggered
#define debounceDelay 10 // the debounce time; decrease if quick button presses are ignored
volatile int fireState = LOW; //initial button state
volatile long lastFire = 0;
byte FireY =0;
byte FireX = 0;
void setup()
{
//Serial.begin(115200);
attachInterrupt(FireBtn,FireEvent, RISING); //fire button interrupt
TV.begin(NTSC,TVresW,TVresH); //initialize TV
delay(1000); //wait for TV to detect input
TV.bitmap(0,0,BckGnd); //displays the "stars"
TV.select_font(font8x8); //each char is 8x8 pixels
TV.print((TVresW-80)/2,(TVresH-8)/2,"Ship Test!"); //80 pixel long message, 8 tall
TV.bitmap(CurXPos,CurYPos,Ship); //displays the ship
delay(250);
}
void loop()
{
GetSticks(); //get raw data
MoveShip(); //move ship accordingly on screen
CheckFire(); //testing
}
void GetSticks()
{
Yval = analogRead(YaxisPin);
Xval = analogRead(XaxisPin);
/*
Serial.print(Xval);
Serial.print(" ");
Serial.println(Yval);
*/
if(Xval < 512) //move left
{
Xval = map(Xval,512,0,0,-4);
}
else//its >= 512
{
Xval = map(Xval,512,1023,0,4); //move right
}
if(Yval < 512) //move down
{
Yval = map(Yval,512,0,0,4);
}
else//its >= 512 //move up
{
Yval = map(Yval,512,1023,0,-4);
}
}
void MoveShip()
{
//get new pos
CurXPos += Xval;
CurYPos += Yval;
if (CurXPos > MaxRight) //check horizontal limits
{
CurXPos = 0;
}
else if(CurXPos <= 0)
{
CurXPos = MaxRight;
}
if (CurYPos > MaxDown) //check vertical limits
{
CurYPos = 0;
}
else if(CurYPos <= 0)
{
CurYPos = MaxDown;
}
//clear screen + display new ship
TV.bitmap(0,0,BckGnd); // used to be "TV.clear_screen();", but the BckGnd bitmap covers the enite screen, so not needed.
TV.bitmap(CurXPos,CurYPos,Ship);
/*
Serial.print(CurXPos);
Serial.print(",");
Serial.println(CurYPos);
*/
}
/*
void DrawFire() //works well at drawing a bullet, but stops the program whiles its doing it because of the for loop.
{
byte FireX = CurXPos + 4;
byte FireY = CurYPos;
for(byte i = FireY; i>=0; i--)
{
TV.set_pixel(FireX,i+1,0);
delay(2);
TV.set_pixel(FireX,i,1);
delay(2);
}
}
*/
//untested attempt at "drawing" fire(a bullet)
void FireEvent()
{
if ((millis() - lastDebounceTime) > debounceDelay)
{
lastDebounceTime = millis();
FireX = CurXPos + 4;
FireY = CurYPos;
fireState = true;
TV.set_pixel(FireX,FireY+1,0);
TV.set_pixel(FireX,FireY,1);
}
}
void CheckFire()
{
if(fireState && millis() > (lastFire + 2) && FireY >0)
{
FireY--;
lastFire = millis();
TV.set_pixel(FireX,FireY+1,0);
TV.set_pixel(FireX,FireY,1);
}
}
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