This is a Gameduino 2 conversion of the game NightStrike, using MindChamber's assets from OpenGameArt.
The main challenge with fitting this game on the Gameduino 2 is getting the graphics to fit in the 256K video RAM.
The background layer covers the whole screen, and at 16 bits per pixel would use all of video memory itself. Instead the background uses just 4 bits per pixel - it is encoded using DXT1 texture compression. The function draw_dxt1 handles this using multiple passes.
The helicopter, player, missiles and soldiers are all ARGB4 sprites. But explosions are ARGB2 sprites - they animate quite fast so the difference is slight.
Missile trails are drawn with transparent wide lines, in 8 segments.
#include <EEPROM.h>
#include <SPI.h>
#include <GD2.h>
// For random events.
// PROB(1, 50) One time in 50
// PROB(7, 8) 7 times in 8
#define PROB(num, denom) (GD.random() < (uint16_t)(65535UL * (num) / (denom)))
int debug1, debug2;
#include "nightstrike_assets.h"
void draw_dxt1(byte color_handle, byte bit_handle)
{
GD.Begin(BITMAPS);
GD.BlendFunc(ONE, ZERO);
GD.ColorA(0x55);
GD.Vertex2ii(0, 0, bit_handle, 0);
GD.BlendFunc(ONE, ONE);
GD.ColorA(0xaa);
GD.Vertex2ii(0, 0, bit_handle, 1);
GD.ColorMask(1,1,1,0);
GD.cmd_scale(F16(4), F16(4));
GD.cmd_setmatrix();
GD.BlendFunc(DST_ALPHA, ZERO);
GD.Vertex2ii(0, 0, color_handle, 1);
GD.BlendFunc(ONE_MINUS_DST_ALPHA, ONE);
GD.Vertex2ii(0, 0, color_handle, 0);
GD.RestoreContext();
}
struct Element {
public:
int16_t x, y;
const shape_t *shape;
void set(const shape_t *_shape) {
shape = _shape;
}
void setxy(int _x, int _y) {
x = _x;
y = _y;
}
void vertex(byte cell, byte scale) {
int x0, y0;
x0 = x - (shape->w >> 1) * scale;
y0 = y - (shape->h >> 1) * scale;
if (((x0 | y0) & 511) == 0) {
GD.Vertex2ii(x0, y0, shape->handle, cell);
} else {
GD.BitmapHandle(shape->handle);
GD.Cell(cell);
GD.Vertex2f(x0 << 4, y0 << 4);
}
}
void draw(byte cell, byte flip = 0, byte scale = 1) {
if (!flip && scale == 1) {
vertex(cell, scale);
} else {
GD.SaveContext();
GD.cmd_loadidentity();
GD.cmd_translate(F16(scale * shape->w / 2), F16(scale * shape->h / 2));
if (flip)
GD.cmd_scale(F16(-scale), F16(scale));
else
GD.cmd_scale(F16(scale), F16(scale));
GD.cmd_translate(F16(-(shape->w / 2)), F16(-(shape->h / 2)));
GD.cmd_setmatrix();
vertex(cell, scale);
GD.RestoreContext();
}
}
};
struct RotatingElement : public Element {
public:
uint16_t angle;
void set(const shape_t *_shape) {
shape = _shape;
}
void setxy(int _x, int _y) {
x = _x << 4;
y = _y << 4;
}
void setxy_16ths(int _x, int _y) {
x = _x;
y = _y;
}
void draw(byte cell) {
GD.SaveContext();
GD.cmd_loadidentity();
GD.cmd_translate(F16(shape->size / 2), F16(shape->size / 2));
GD.cmd_rotate(angle);
GD.cmd_translate(F16(-(shape->w / 2)), F16(-(shape->h / 2)));
GD.cmd_setmatrix();
int x0, y0;
x0 = x - (shape->size << 3);
y0 = y - (shape->size << 3);
GD.BitmapHandle(shape->handle);
GD.Cell(cell);
GD.Vertex2f(x0, y0);
GD.RestoreContext();
}
};
class Stack {
int8_t n;
int8_t *s; // 0 means free
public:
void initialize(int8_t *_s, size_t _n) {
s = _s;
n = _n;
memset(s, 0, n);
}
int8_t alloc(void) {
for (int8_t i = 0; i < n; i++)
if (s[i] == 0) {
s[i] = 1;
return i;
}
return -1;
}
void free(int8_t i) {
s[i] = 0;
}
int8_t alive() {
return next(-1);
}
int8_t next(int8_t i) {
i++;
for (; i < n; i++)
if (s[i])
return i;
return -1;
}
};
#define NUM_MISSILES 8
#define MISSILE_TRAIL 8
#define NUM_FIRES 16
#define NUM_EXPLOSIONS 16
static PROGMEM prog_uchar fire_a[] = {0,1,2,3,4,5,6,7,8, 9,9, 10,10, 11,11, 12,12, 13,13, 14,14, 15,15, 16,16};
class Fires {
int8_t ss[NUM_FIRES];
Stack stack;
Element e[NUM_FIRES];
byte anim[NUM_FIRES];
public:
void initialize() {
stack.initialize(ss, sizeof(ss));
}
void create(int x, int y) {
int8_t i = stack.alloc();
if (i >= 0) {
e[i].set(&FIRE_SHAPE);
e[i].setxy(x, y);
anim[i] = 0;
}
}
void draw() {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
e[i].draw(pgm_read_byte(fire_a + anim[i]));
}
void update(int t) {
if ((t & 1) == 0) {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i)) {
if (++anim[i] == sizeof(fire_a))
stack.free(i);
}
}
}
};
static PROGMEM prog_uchar explode_a[] = {0,1,2,3,4,5,5,6,6,7,7,8,8,9,9};
class Explosions {
int8_t ss[NUM_EXPLOSIONS];
Stack stack;
RotatingElement e[NUM_EXPLOSIONS];
byte anim[NUM_EXPLOSIONS];
public:
void initialize() {
stack.initialize(ss, sizeof(ss));
}
void create(int x, int y, uint16_t angle) {
int8_t i = stack.alloc();
if (i >= 0) {
e[i].set(&EXPLODE_BIG_SHAPE);
e[i].setxy_16ths(x, y);
e[i].angle = angle;
anim[i] = 0;
}
}
void draw() {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
e[i].draw(pgm_read_byte(explode_a + anim[i]));
}
void update(int t) {
if ((t & 1) == 0) {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i)) {
if (++anim[i] == sizeof(explode_a))
stack.free(i);
}
}
}
};
#define NUM_SOLDIERS 3
#define SOLDIER_LEFT (-SOLDIER_RUN_WIDTH / 2)
#define SOLDIER_RIGHT (480 + (SOLDIER_RUN_WIDTH / 2))
static PROGMEM prog_uchar soldier_a[] = {0,0,0,1,1,2,2,3,3,4,4,4,5,5,6,6,7,7};
class SoldierObject {
Element e;
int8_t vx;
byte a;
public:
void initialize(int8_t _vx) {
a = 0;
vx = _vx;
e.set(&SOLDIER_RUN_SHAPE);
e.setxy((e.x < 0) ? SOLDIER_RIGHT : SOLDIER_LEFT, 272 - SOLDIER_RUN_HEIGHT / 2);
}
void draw() {
e.draw(pgm_read_byte(soldier_a + a), vx > 0);
}
byte update(int t);
};
class Soldiers {
int8_t ss[NUM_SOLDIERS];
Stack stack;
SoldierObject soldiers[NUM_SOLDIERS];
public:
void initialize() {
stack.initialize(ss, sizeof(ss));
}
void create() {
int8_t i = stack.alloc();
if (i >= 0) {
soldiers[i].initialize(PROB(1, 2) ? -1 : 1);
}
}
void draw() {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
soldiers[i].draw();
}
void update(int t) {
if ((t & 1) == 0) {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i)) {
if (soldiers[i].update(t))
stack.free(i);
}
}
if (PROB(1, 100))
create();
}
};
#define HOMING_SPEED 32
#define HOMING_SLEW 400
class MissileObject {
RotatingElement e;
struct { int16_t x, y; } trail[MISSILE_TRAIL];
int8_t th, ts;
int16_t vx, vy;
public:
void initialize(uint16_t angle, uint16_t vel) {
e.set(&MISSILE_A_SHAPE);
e.angle = angle;
e.setxy_16ths(16*240 - GD.rsin(16*110, angle),
16*265 + GD.rcos(16*110, angle));
vx = -GD.rsin(vel, e.angle);
vy = GD.rcos(vel, e.angle);
th = 0;
ts = 0;
}
void air(Element &o) {
e.set(&MISSILE_C_SHAPE);
e.setxy(o.x, o.y);
ts = -1;
trail[0].x = (vx < 0) ? -1 : 1;
}
void draw() {
byte player = (0 <= ts);
if (player) {
GD.Begin(LINE_STRIP);
for (int i = 0; i < ts; i++) {
GD.ColorA(255 - (i << 5));
GD.LineWidth(48 - (i << 2));
int j = (th - i) & (MISSILE_TRAIL - 1);
GD.Vertex2f(trail[j].x, trail[j].y);
}
GD.ColorA(255);
GD.Begin(BITMAPS);
e.angle = GD.atan2(vy, vx);
}
e.draw(0);
// if (!player) GD.cmd_number(e.x >> 4, e.y >>4, 26, OPT_CENTER | OPT_SIGNED, trail[0].x);
}
byte update(int t);
void blowup();
byte collide(Element &other) {
if (ts == -1)
return 0;
int dx = abs((e.x >> 4) - other.x);
int dy = abs((e.y >> 4) - other.y);
return (dx < 32) && (dy < 32);
}
byte hitbase() {
if (0 <= ts)
return 0;
int dx = abs((e.x >> 4) - 240);
int dy = abs((e.y >> 4) - 270);
return (dx < 50) && (dy < 50);
}
void tailpipe(int &x, int &y) {
uint16_t a = 0x8000 + e.angle;
x = e.x - GD.rsin(22 * 16, a);
y = e.y + GD.rcos(22 * 16, a);
}
};
class Missiles {
int8_t ss[NUM_MISSILES];
Stack stack;
MissileObject m[NUM_MISSILES];
public:
void initialize() {
stack.initialize(ss, sizeof(ss));
}
void launch(uint16_t angle, uint16_t vel) {
int8_t i = stack.alloc();
if (i >= 0) {
m[i].initialize(angle, vel);
}
}
void airlaunch(Element &e, uint16_t angle, uint16_t vel) {
int8_t i = stack.alloc();
if (i >= 0) {
m[i].initialize(angle, 10);
m[i].air(e);
}
}
void draw() {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
m[i].draw();
}
byte collide(Element &e) {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
if (m[i].collide(e)) {
stack.free(i);
m[i].blowup();
return 1;
}
return 0;
}
byte hitbase() {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
if (m[i].hitbase()) {
stack.free(i);
m[i].blowup();
return 1;
}
return 0;
}
void update(int t) {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
if (m[i].update(t)) {
stack.free(i);
m[i].blowup();
}
}
};
#define NUM_SPLATS 10
#define RED 0
#define YELLOW 1
class Sparks {
int x[NUM_SPLATS];
int y[NUM_SPLATS];
int8_t xv[NUM_SPLATS];
int8_t yv[NUM_SPLATS];
byte age[NUM_SPLATS];
byte kind[NUM_SPLATS];
int8_t ss[NUM_SPLATS];
Stack stack;
public:
void initialize() {
stack.initialize(ss, sizeof(ss));
}
void launch(byte n, byte _kind, int _x, int _y) {
while (n--) {
int8_t i = stack.alloc();
debug1 = i;
if (i >= 0) {
uint16_t angle = 0x5000 + GD.random(0x6000);
byte v = 64 + (GD.random() & 63);
xv[i] = -GD.rsin(v, angle);
yv[i] = GD.rcos(v, angle);
x[i] = _x - (xv[i] << 2);
y[i] = _y - (yv[i] << 2);
kind[i] = _kind;
age[i] = 0;
}
}
}
void draw() {
GD.Begin(LINES);
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i)) {
byte size;
if (kind[i] == YELLOW) {
GD.ColorRGB(0xffe000);
size = 60;
} else {
GD.ColorRGB(0xc00000);
size = 100;
}
GD.LineWidth(GD.rsin(size, age[i] << 11));
GD.Vertex2f(x[i], y[i]);
GD.Vertex2f(x[i] + xv[i], y[i] + yv[i]);
}
GD.Begin(BITMAPS);
}
void update() {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i)) {
x[i] += xv[i];
y[i] += yv[i];
yv[i] += 3;
if (++age[i] == 16)
stack.free(i);
}
}
};
#define NUM_REWARDS 3
#define REWARDS_FONT 27
class Rewards {
int x[NUM_REWARDS];
int y[NUM_REWARDS];
const char *amount[NUM_REWARDS];
byte age[NUM_REWARDS];
int8_t ss[NUM_REWARDS];
Stack stack;
public:
void initialize() {
stack.initialize(ss, sizeof(ss));
}
void create(int _x, int _y, const char *_amount) {
int8_t i = stack.alloc();
if (i >= 0) {
x[i] = _x;
y[i] = _y;
amount[i] = _amount;
age[i] = 0;
}
}
void draw() {
GD.PointSize(24 * 16);
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i)) {
GD.ColorA(255 - age[i] * 4);
GD.ColorRGB(0x000000);
GD.cmd_text(x[i] - 1, y[i] - 1, REWARDS_FONT, OPT_CENTER, amount[i]);
GD.ColorRGB(0xffffff);
GD.cmd_text(x[i], y[i], REWARDS_FONT, OPT_CENTER, amount[i]);
}
}
void update() {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i)) {
y[i]--;
if (++age[i] == 60)
stack.free(i);
}
}
};
#define THRESH 20
class BaseObject {
public:
RotatingElement turret;
Element front;
byte power;
byte prev_touching;
uint32_t cash;
byte life;
byte hurting;
void initialize() {
front.set(&DEFENSOR_FRONT_SHAPE);
front.setxy(240, 272 - 30);
turret.set(&DEFENSOR_TURRET_SHAPE);
turret.angle = 0x7000;
power = 0;
cash = 0;
life = 100;
hurting = 0;
}
void draw() {
// turret.angle += 200;
// if (turret.angle > 0xb800)
// turret.angle = 0x4800;
turret.setxy_16ths(16*240 - GD.rsin(16*77, turret.angle),
16*265 + GD.rcos(16*77, turret.angle));
if (hurting && (hurting < 16)) {
GD.ColorA(255 - hurting * 16);
GD.ColorRGB(0xff0000);
GD.PointSize(50 * 16 + hurting * 99);
GD.Begin(POINTS);
GD.Vertex2ii(240, 270);
GD.ColorA(255);
GD.ColorRGB(0xffffff);
GD.Begin(BITMAPS);
}
if (hurting)
GD.ColorRGB(0xff0000);
turret.draw(0);
front.draw(0);
GD.ColorRGB(0xffffff);
GD.SaveContext();
GD.Begin(LINES);
GD.ColorA(0x70);
GD.ColorRGB(0x000000);
GD.LineWidth(5 * 16);
GD.Vertex2ii(10, 10);
GD.Vertex2ii(10 + 460, 10);
if (power > THRESH) {
int x0 = (240 - power);
int x1 = (240 + power);
GD.ColorRGB(0xff6040);
GD.Vertex2ii(x0, 10);
GD.Vertex2ii(x1, 10);
GD.ColorA(0xff);
GD.ColorRGB(0xffd0a0);
GD.LineWidth(2 * 16);
GD.Vertex2ii(x0, 10);
GD.Vertex2ii(x1, 10);
}
GD.RestoreContext();
GD.Begin(BITMAPS);
GD.cmd_text(0, 16, 27, 0, "$");
GD.cmd_number(15, 16, 27, 0, cash);
GD.cmd_number(30, 32, 27, OPT_RIGHTX, life);
GD.cmd_text(30, 32, 27, 0, "/100");
}
void reward(uint16_t amt) {
cash += amt;
}
void damage() {
life = max(0, life - 3);
hurting = 1;
}
void update(Missiles &missiles) {
byte touching = (GD.inputs.x != -32768);
if (touching)
power = min(230, power + 3);
if (!touching && prev_touching && (power > THRESH)) {
missiles.launch(turret.angle, power);
power = 0;
}
prev_touching = touching;
if ((GD.inputs.track_tag & 0xff) == 1)
turret.angle = GD.inputs.track_val;
if (hurting) {
if (++hurting == 30)
hurting = 0;
}
if (missiles.hitbase())
damage();
}
};
#define NUM_HELIS 5
#define HELI_LEFT (-HELI_WIDTH / 2)
#define HELI_RIGHT (480 + (HELI_WIDTH / 2))
class HeliObject {
Element e;
int8_t vx, vy;
int8_t state; // -1 means alive, 0..n is death anim
public:
void initialize() {
e.set(&HELI_SHAPE);
int x;
if (PROB(1, 2)) {
vx = 1 + GD.random(2);
x = HELI_LEFT;
} else {
vx = -1 - GD.random(2);
x = HELI_RIGHT;
}
e.setxy(x, (HELI_HEIGHT / 2) + GD.random(100));
state = -1;
vy = 0;
}
void draw(byte anim) {
if (state == -1)
e.draw(anim, vx > 0);
else {
byte aframes[] = {0x00, 0x01, 0x02, 0x81, 0x80, 0x03, 0x83};
byte a = aframes[(state >> 1) % sizeof(aframes)];
e.draw(a & 0x7f, a & 0x80, 2);
}
}
byte update();
};
class Helis {
int8_t ss[NUM_HELIS];
Stack stack;
HeliObject m[NUM_HELIS];
public:
void initialize() {
stack.initialize(ss, sizeof(ss));
}
void launch() {
int8_t i = stack.alloc();
if (i >= 0) {
m[i].initialize();
}
}
void draw(int t) {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
m[i].draw(((i + t) >> 2) & 1);
}
void update() {
for (int8_t i = stack.alive(); i >= 0; i = stack.next(i))
if (m[i].update())
stack.free(i);
}
};
class GameObject {
public:
BaseObject base;
Missiles missiles;
Fires fires;
Explosions explosions;
Helis helis;
Soldiers soldiers;
Sparks sparks;
Rewards rewards;
int t;
void initialize() {
base.initialize();
missiles.initialize();
fires.initialize();
explosions.initialize();
helis.initialize();
soldiers.initialize();
sparks.initialize();
rewards.initialize();
t = 0;
}
void draw() {
GD.Tag(1);
draw_dxt1(BACKGROUND_COLOR_HANDLE, BACKGROUND_BITS_HANDLE);
GD.TagMask(0);
GD.Begin(BITMAPS);
base.draw();
helis.draw(t);
soldiers.draw();
fires.draw();
missiles.draw();
explosions.draw();
sparks.draw();
rewards.draw();
}
void update() {
base.update(missiles);
// if ((t % 30) == 29) missiles.launch(base.turret.angle, 120);
if (PROB(1, 120))
helis.launch();
helis.update();
soldiers.update(t);
missiles.update(t);
fires.update(t);
explosions.update(t);
sparks.update();
rewards.update();
t++;
}
};
static GameObject game;
void MissileObject::blowup() {
game.explosions.create(e.x, e.y /* - 16 * 40 */, e.angle);
}
byte MissileObject::update(int t)
{
if (0 <= ts) {
if ((t & 1) == 0) {
th = (th + 1) & (MISSILE_TRAIL - 1);
trail[th].x = e.x;
trail[th].y = e.y;
ts = min(MISSILE_TRAIL, ts + 1);
}
vy += 4;
} else {
vx = -GD.rsin(HOMING_SPEED, e.angle);
vy = GD.rcos(HOMING_SPEED, e.angle);
int16_t dy = (16 * 272) - e.y;
int16_t dx = (16 * 240) - e.x;
uint16_t seek = GD.atan2(dy, dx);
int16_t steer = seek - e.angle;
debug1 = e.angle;
debug2 = steer;
int dir = trail[0].x;
if (abs(steer) > HOMING_SLEW)
e.angle -= dir * HOMING_SLEW;
else
trail[0].x = 0;
if (((t & 7) == 0) && PROB(7, 8)) {
int x, y;
tailpipe(x, y);
if ((0 <= y) && (0 <= x) && (x < (16 * 480)))
game.fires.create(x >> 4, y >> 4);
}
}
e.setxy_16ths(e.x + vx, e.y + vy);
return (e.y > (16 * 262));
}
byte HeliObject::update()
{
e.x += vx;
if (0 <= state) {
e.y += vy;
vy = min(vy + 1, 6);
state++;
}
if (PROB(1, 300)) {
game.missiles.airlaunch(e, (vx < 0) ? 0x4000 : 0xc000, vx);
}
if ((state == -1) && game.missiles.collide(e)) {
game.rewards.create(e.x, e.y, "+$100");
game.base.reward(100);
game.sparks.launch(8, YELLOW, e.x << 4, e.y << 4);
e.set(&COPTER_FALL_SHAPE);
state = 0;
vy = -4;
}
if ((0 <= state) && e.y > 252) {
game.sparks.launch(5, YELLOW, e.x << 4, e.y << 4);
game.explosions.create(e.x << 4, e.y << 4, 0x0000);
return 1;
}
return ((e.x < HELI_LEFT) || (e.x > HELI_RIGHT));
}
byte SoldierObject::update(int t)
{
if ((t & 1) == 0) {
a = (a + 1) % sizeof(soldier_a);
e.x += vx;
}
if (game.missiles.collide(e)) {
game.fires.create(e.x, e.y);
game.rewards.create(e.x, e.y, "+$50");
game.base.reward(50);
game.sparks.launch(6, RED, e.x << 4, e.y << 4);
return 1;
}
return ((e.x < SOLDIER_LEFT) || (e.x > SOLDIER_RIGHT));
}
void setup()
{
Serial.begin(1000000);
GD.begin();
GD.load("night0.gd2");
game.initialize();
GD.cmd_track(240, 271, 1, 1, 1);
#if 0
for (int th = 0; th < 0x10000; th += 0x200) {
int x = -GD.rsin(127, th);
int y = GD.rcos(127, th);
fprintf(stderr, "%04x: (%d,%d) ", th, x, y);
uint16_t a = GD.atan2(y, x);
fprintf(stderr, "%x\n", a);
}
#endif
}
void loop()
{
static int t;
#if 0
if ((t % 200) == 0) {
char fn[] = "nightX.gd2";
fn[5] = '0' + (t / 200);
GD.load(fn);
}
#endif
GD.finish();
uint32_t t0 = millis();
GD.get_inputs();
game.update();
game.draw();
// GD.Begin(BITMAPS);
// GD.Vertex2ii(0, 0, DEFENSOR_TURRET_HANDLE, 0);
// GD.Vertex2ii(240 - (DEFENSOR_FRONT_WIDTH / 2), 272 - DEFENSOR_FRONT_HEIGHT, DEFENSOR_FRONT_HANDLE,0);
// GD.Vertex2ii(440 - 2 * t, 60, HELI_HANDLE, (t >> 2) & 1);
// byte anim[] = {0,1,2,3,4,5,6,7,8, 9,9, 10,10, 11,11, 12,12, 13,13, 14,14, 15,15, 16,16};
// GD.Vertex2ii(0, 0, FIRE_HANDLE, anim[(t >> 1) % sizeof(anim)]);
// byte anim[] = {0,1,2,3,4,5,5,6,6,7,7,8,8,9,9};
// GD.Vertex2ii(0, 0, EXPLODE_BIG_HANDLE, anim[(t >> 2) % sizeof(anim)]);
// GD.cmd_loadidentity();
// GD.cmd_scale(F16(2), F16(2));
// GD.cmd_setmatrix();
// GD.Vertex2ii(0, 0, COPTER_FALL_HANDLE, (t >> 2) % COPTER_FALL_CELLS);
#if 0
byte anim[] = {0,0,0,1,1,2,2,3,3,4,4,4,5,5,6,6,7,7};
Element soldier;
soldier.set(&SOLDIER_RUN_SHAPE);
soldier.setxy(200 - (t >> 1), 272 - SOLDIER_RUN_HEIGHT / 2);
soldier.draw(anim[(t >> 1) % sizeof(anim)]);
#endif
uint32_t took = millis() - t0;
// GD.cmd_number(0, 0, 27, 0, sizeof(game));
// GD.cmd_number(0, 16, 27, 3, took);
// GD.cmd_number(0, 16, 27, OPT_SIGNED, debug1);
// GD.cmd_number(0, 32, 27, OPT_SIGNED, debug2);
caption(t - 428, "Graphics by MindChamber");
t++;
GD.swap();
// GD.dumpscreen();
}