daily_automated
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#include <SPI.h>
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#include <Gamebuino.h>
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Gamebuino gb;
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//find the bitmap encoder at https://github.com/Rodot/BitmapEncoder
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const byte oponentBitmap[] PROGMEM = {88,48,0x0,0x1F,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0x0,0x1F,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0x0,0x1F,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0x0,0xF,0xFF,0xFF,0xFF,0xFF,0xFF,0x0,0x7F,0xFF,0xF0,0x0,0x7,0xFF,0xF0,0xFF,0xFF,0xFE,0x0,0x3F,0xFF,0xF0,0x0,0x3,0xFF,0xE0,0x1F,0xFF,0xFE,0x0,0x1F,0xFF,0xF0,0x0,0x0,0xFF,0xE0,0x3,0xFF,0xFC,0x0,0xF,0xFF,0xF0,0x0,0x0,0x3F,0xE0,0x1,0xFF,0xFC,0x0,0xF,0xFF,0xF0,0x0,0x0,0xF,0xE0,0x0,0xFF,0xF8,0x0,0xF,0xFF,0xF0,0x0,0x0,0x7,0xE0,0x0,0x7F,0xF0,0x0,0xF,0xFF,0xF0,0x0,0x0,0x7,0xE0,0x0,0x1F,0xE0,0x0,0x7,0xFF,0xF0,0x0,0x0,0x3,0xE0,0x0,0x7,0xC0,0x0,0x7,0xFF,0xF0,0x0,0x0,0x1,0xC0,0x0,0x0,0x0,0x0,0x7,0xFF,0xF0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0xFF,0xF0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0xFF,0xF0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0xFE,0x0,0xE0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0xFC,0x0,0xF0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xF8,0x0,0xF8,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xFC,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xFC,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xFE,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xFE,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x18,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x3C,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x7C,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0xFC,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0xFC,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x1,0xFC,0x0,0x0,0x0,0xFF,0x0,0x0,0x0,0x0,0x0,0x1,0xFC,0x0,0x0,0x0,0xFF,0x80,0x0,0x0,0x0,0x0,0x3,0xFC,0x0,0x0,0x0,0xFF,0x80,0x0,0x0,0x0,0x0,0x7,0xFC,0x0,0x0,0x0,0xFF,0xC0,0xFF,0xFE,0x0,0x0,0x7F,0xFE,0x0,0x0,0x10,0xFF,0xC0,0x80,0x2,0x0,0x0,0xFF,0xFF,0x0,0x0,0x30,0xFF,0xE1,0xAA,0xAB,0x0,0x1,0xFF,0xFF,0xC0,0x0,0x30,0xFF,0xF3,0xFF,0xFF,0x0,0x3,0xFF,0xFF,0xF8,0x0,0x30,0xFF,0xFF,0xFF,0xFF,0x0,0x3,0xFF,0xFF,0xFF,0xC0,0x30,0xFF,0xFF,0xFF,0xFF,0x80,0x3,0xFF,0xFF,0xFF,0xE0,0x70,0xFF,0xFF,0xFF,0xFF,0x80,0x3,0xFF,0xFF,0xFF,0xF0,0xF0,0xFF,0xFF,0xFF,0xFF,0xC0,0x7,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xC0,0xF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xE0,0x3F,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0};
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const byte playerBitmap[] PROGMEM = {8,8,0x7E,0xE3,0xF1,0xE1,0xFF,0x34,0xFF,0xA5};
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int player_x = LCDWIDTH/2;
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int player_y = LCDHEIGHT/2;
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int oponent_x = 0;
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int oponent_y = 6;
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void setup(){
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gb.begin();
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gb.titleScreen(F("collideBitmapBitmap"));
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}
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void loop(){
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if(gb.update()){
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gb.display.println(F("Move with arrows"));
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if(gb.buttons.pressed(BTN_C)){
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gb.titleScreen(F("collideBitmapBitmap"));
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}
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//update player
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if(gb.buttons.repeat(BTN_RIGHT,1)){
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player_x = player_x + 1;
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}
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if(gb.buttons.repeat(BTN_LEFT,1)){
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player_x = player_x - 1;
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}
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if(gb.buttons.repeat(BTN_DOWN,1)){
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player_y = player_y + 1;
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}
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if(gb.buttons.repeat(BTN_UP,1)){
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player_y = player_y - 1;
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}
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//update collisions
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if(gb.collideBitmapBitmap(player_x, player_y, playerBitmap, oponent_x, oponent_y, oponentBitmap)){
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gb.sound.playTick();
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gb.display.print(F("Colliding"));
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}
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//draw bitmaps
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gb.display.setColor(INVERT);
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gb.display.drawBitmap(player_x, player_y, playerBitmap);
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gb.display.drawBitmap(oponent_x, oponent_y, oponentBitmap);
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gb.display.setColor(BLACK);
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}
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}
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