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- #include <SPI.h>
- #include <GD.h>
- #include "ball.h"
- void setup()
- {
- Serial.begin(1000000); // JCB
- GD.begin();
- // Background image
- GD.copy(RAM_PIC, bg_pic, sizeof(bg_pic));
- GD.copy(RAM_CHR, bg_chr, sizeof(bg_chr));
- GD.copy(RAM_PAL, bg_pal, sizeof(bg_pal));
- // Sprite graphics
- GD.uncompress(RAM_SPRIMG, ball);
- // Palettes 0 and 1 are for the ball itself,
- // and palette 2 is the shadow. Set it to
- // all gray.
- int i;
- for (i = 0; i < 256; i++)
- GD.wr16(RAM_SPRPAL + (2 * (512 + i)), RGB(64, 64, 64));
- // Set color 255 to transparent in all three palettes
- GD.wr16(RAM_SPRPAL + 2 * 0xff, TRANSPARENT);
- GD.wr16(RAM_SPRPAL + 2 * 0x1ff, TRANSPARENT);
- GD.wr16(RAM_SPRPAL + 2 * 0x2ff, TRANSPARENT);
- }
- #define RADIUS (112 / 2) // radius of the ball, in pixels
- #define YBASE (300 - RADIUS)
- void loop()
- {
- int x = 200, y = RADIUS; // ball position
- int xv = 2, yv = 0; // ball velocity
- int r; // frame counter
- for (r = 0; ; r++) {
- GD.__wstartspr((r & 1) ? 256 : 0); // write sprites to other frame
- draw_ball(x + 15, y + 15, 2); // draw shadow using palette 2
- draw_ball(x, y, r & 1); // draw ball using palette 0 or 1
- GD.__end();
- // paint the new palette
- uint16_t palette = RAM_SPRPAL + 512 * (r & 1);
- byte li;
- for (li = 0; li < 7; li++) {
- byte liv = 0x90 + 0x10 * li; // brightness goes 0x90, 0xa0, etc
- uint16_t red = RGB(liv, 0, 0);
- uint16_t white = RGB(liv, liv, liv);
- byte i;
- for (i = 0; i < 32; i++) { // palette cycling using 'r'
- GD.wr16(palette, ((i + r) & 16) ? red : white);
- palette += 2;
- }
- }
- // bounce the ball around
- x += xv;
- if ((x < RADIUS) || (x > (400 - RADIUS)))
- xv = -xv;
- y += yv;
- if ((yv > 0) && (y > YBASE)) {
- y = YBASE - (y - YBASE); // reflect in YBASE
- yv = -yv; // reverse Y velocity
- }
- if (0 == (r & 3))
- yv++; // gravity
- // swap frames
- GD.waitvblank();
- GD.wr(SPR_PAGE, (r & 1));
- // GD.screenshot(r); // JCB
- }
- }
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