Based on Kenney's Platformer Art Deluxe on OpenGameArt, with a map built using Tiled.
This is an animation demo, designed to show deep layering. The layers are:
#include <EEPROM.h>
#include <SPI.h>
#include <GD2.h>
#include "kenney_assets.h"
#define PLAYER1_SIZE (PLAYER1_HEIGHT + 8)
#define HEART_SZ (HEART_HEIGHT + 14)
static void rotate_player(int a)
{
GD.cmd_loadidentity();
GD.cmd_translate(F16(PLAYER1_SIZE / 2),F16(PLAYER1_SIZE / 2));
GD.cmd_rotate(a);
GD.cmd_translate(F16(-PLAYER1_WIDTH / 2),F16(-PLAYER1_HEIGHT / 2));
GD.cmd_setmatrix();
}
static void rotate_heart(int a)
{
GD.cmd_loadidentity();
GD.cmd_translate(F16(HEART_SZ / 2),F16(HEART_SZ / 2));
GD.cmd_rotate(a);
GD.cmd_translate(F16(-HEART_WIDTH / 2),F16(-HEART_HEIGHT / 2));
GD.cmd_setmatrix();
}
#define BLOBS 32
class Trail {
public:
int idx;
int x[BLOBS];
int y[BLOBS];
int sz[BLOBS];
void add(int nx, int ny) {
x[idx] = nx;
y[idx] = ny;
sz[idx] = 192;
idx = (idx + 1) % BLOBS;
}
void draw(int sy) {
for (int i = 0; i < BLOBS; i++) {
if (sz[i]) {
GD.PointSize(sz[i]);
GD.Vertex2f(x[i], -(sy << 4) + y[i]);
sz[i] -= 1;
y[i] += 12;
}
}
}
};
struct xy {
int x, y;
};
struct {
xy p[3];
Trail trail[3];
xy hearts[20];
xy clouds[20];
} state;
static void polar(uint16_t th, int r)
{
int x, y;
GD.polar(x, y, r, th);
GD.Vertex2f(16 * 240 + x, 16 * 136 + y);
}
#define RAYS 7
#define RAYSIZE (65536 / RAYS)
#define RAYEDGE (4 * 16)
static void ray(uint16_t th, int r0, int r1)
{
polar(th, r0);
polar(th, r1);
polar(th + RAYSIZE / 2, r1);
polar(th + RAYSIZE / 2, r0);
polar(th, r0);
}
// c1 is edge color, c2 is interior color
static void burst(uint16_t th, int r, uint32_t c1, uint32_t c2)
{
GD.Clear(0,1,0);
GD.ColorMask(0,0,0,0);
GD.StencilOp(KEEP, INVERT);
GD.StencilFunc(ALWAYS, 255, 255);
for (int i = 0; i < RAYS; i++) {
GD.Begin(EDGE_STRIP_A);
ray(th + (i * RAYSIZE), r / 4, r + (r >> 4));
}
GD.ColorMask(1,1,1,1);
GD.StencilFunc(EQUAL, 255, 255);
GD.StencilOp(KEEP, KEEP);
GD.Begin(POINTS);
GD.ColorRGB(c1);
GD.PointSize(r);
GD.Vertex2ii(240, 136);
GD.ColorRGB(c2);
GD.PointSize(r - RAYEDGE);
GD.Vertex2ii(240, 136);
GD.ColorRGB(c1);
GD.PointSize((r / 4) + RAYEDGE);
GD.Vertex2ii(240, 136);
GD.StencilFunc(ALWAYS, 255, 255);
GD.LineWidth(RAYEDGE / 2);
for (int i = 0; i < RAYS; i++) {
GD.Begin(LINES);
ray(th + (i * RAYSIZE), r / 4 + (RAYEDGE / 2), r - (RAYEDGE / 2));
}
}
static void sunrise(int t)
{
static int r = 0, v = 0;
// yellow 0xffcc00
// reddish 0xe86a17
// blue 0x1ea7e1
// green 0x73cd4b
GD.ColorRGB(C1B);
GD.PointSize((r * 3) >> 4);
GD.Begin(POINTS);
GD.Vertex2f(16 * 240, 16 * 136);
// GD.ColorA(min(255, t * 6));
if (t == 0) {
r = 0;
v = 0;
}
burst(t * -261, r + (r >> 1), C2B, C2);
burst(t * 335, r, C1B, C1);
int f = ((16L * 130) - r) / 29;
v = ((v + f) * 243L) >> 8;
r += v;
}
static void draw(int t)
{
int y = 1648 - t;
// GD.finish(); long t0 = micros();
// GD.ClearColorRGB(0xd0f4f7); GD.Clear();
GD.cmd_gradient(0, 0, 0xa0a4f7, 0, 272, 0xd0f4f7);
if (360 <= t) {
GD.RestoreContext();
sunrise(t - 360);
}
GD.Begin(BITMAPS);
GD.BlendFunc(ONE, ONE_MINUS_SRC_ALPHA);
GD.BitmapHandle(CLOUD_HANDLE);
GD.Cell(0);
for (int i = 0; i < 20; i++) {
byte l = 128 + 5 * i;
GD.ColorA(l);
GD.ColorRGB(l, l, l);
GD.Vertex2f(state.clouds[i].x, state.clouds[i].y);
state.clouds[i].y += (4 + (i >> 3));
if (state.clouds[i].y > (16 * 272))
state.clouds[i].y -= 16 * (272 + CLOUD_HEIGHT);
}
GD.RestoreContext();
GD.BlendFunc(ONE, ONE_MINUS_SRC_ALPHA);
GD.Begin(BITMAPS);
GD.BitmapHandle(TILES_HANDLE);
PROGMEM prog_uchar *src = layer1_map + (y >> 5) * 15;
byte yo = y & 31;
for (int j = 0; j < 10; j++)
for (int i = 0; i < 15; i++) {
byte t = pgm_read_byte_near(src++);
if (t) {
GD.Cell(t - 1);
GD.Vertex2f(i << 9, ((j << 5) - yo) << 4);
}
}
// GD.BlendFunc(SRC_ALPHA, ZERO);
uint16_t a = t * 100;
uint16_t a2 = a << 1;
uint16_t a3 = a2 << 1;
state.p[0].x = 16 * 240 + GD.rsin(16 * 120, a) + GD.rsin(16 * 120, a2);
state.p[0].y = 16 * 136 + GD.rsin(16 * 70, a3);
state.p[1].x = 16 * 240 + GD.rsin(16 * 240, a);
state.p[1].y = 16 * 100 + GD.rsin(16 * 36, a2);
state.p[2].x = 16 * 240 + GD.rsin(16 * 240, a2);
state.p[2].y = 16 * 135 + GD.rsin(16 * 10, a) + GD.rsin(16 * 18, a3);
for (int i = 0; i < 3; i++) {
if ((t & 3) == 0) {
state.trail[i].add(state.p[i].x, (y << 4) + state.p[i].y);
}
GD.BlendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA);
GD.Begin(POINTS);
GD.ColorA(0x90);
uint32_t colors[3] = {0x8bcfba, 0x8db5e7, 0xf19cb7};
GD.ColorRGB(colors[i]);
state.trail[i].draw(y);
}
for (int i = 0; i < 3; i++) {
GD.ColorRGB(0xffffff);
GD.ColorA(0xff);
GD.Begin(BITMAPS);
GD.BlendFunc(ONE, ONE_MINUS_SRC_ALPHA);
GD.BitmapHandle(PLAYER1_HANDLE);
rotate_player(a + i * 0x7000);
GD.Cell(i);
GD.Vertex2f(state.p[i].x - (16 * PLAYER1_SIZE / 2), state.p[i].y - (16 * PLAYER1_SIZE / 2));
}
if (t > 480) {
GD.BlendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA);
GD.ColorA(min((t - 480) * 4, 255));
GD.Begin(BITMAPS);
GD.BitmapHandle(HEART_HANDLE);
GD.Cell(0);
for (int i = 0; i < 20; i++) {
if ((i & 3) == 0)
rotate_heart(a + (i << 12));
GD.Vertex2f(state.hearts[i].x - (16 * HEART_SZ / 2), state.hearts[i].y);
state.hearts[i].y += 30 + (i << 2);
if (state.hearts[i].y > (16 * 272))
state.hearts[i].y -= 16 * (272 + HEART_SZ);
}
}
// GD.RestoreContext(); GD.cmd_number(0, 0, 26, 6, micros() - t0);
caption(t, "Graphics by Kenney.nl");
GD.swap();
}
void setup()
{
GD.begin();
Serial.begin(1000000);
// GD.wr32(REG_PWM_HZ, 18000); GD.wr(REG_PWM_DUTY, 64);
GD.Clear();
GD.copy(kenney_assets, sizeof(kenney_assets));
// Handle Graphic
// 0 Tiles
byte hy[] = {36, 12, 144, 204, 216, 120, 48, 168, 192, 84, 72, 60, 24, 180, 0, 108, 228, 132, 156, 96};
for (int i = 0; i < 20; i++) {
state.hearts[i].x = random(16 * 480);
state.hearts[i].y = 16 * hy[i];
state.clouds[i].x = 16 * (random(480) - (CLOUD_WIDTH / 2));
state.clouds[i].y = 16 * hy[i];
}
}
void loop()
{
for (int t = 0; t < 720; t++) {
// Serial.println(t, DEC);
draw(t);
// GD.dumpscreen();
}
}