TinyCircuits

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Tiny Arcade / Re: Creating sprites dynamically (on run time). Is it possible?
« Last post by johnbbq on July 20, 2018, 09:34:48 PM »
Hey Hunter, thanks for getting back to me. Makes sense, I'll create an array of bullets and bring them onscreen when I need them.

Cheers,
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Tiny Arcade / Re: Recommendation: Amendments to the TinyArcade tutorial
« Last post by johnbbq on July 20, 2018, 09:33:18 PM »
Awesome Hunter, thank you! I'll check this out and I'll let you know how it went.

Cheers,
3
TinyDuino / Re: TinyScreen Artifacts after text replacement
« Last post by whmckinley on July 20, 2018, 09:15:24 PM »
When a temp value if first printed to the screen it shows up clearly. If the value contains a value like 67.89 when first displayed it is backed completely by black. If the temperature changes to a value that contains a 1 in it like 43.21, the original value is overwritten, But the black background does not completely cover the original 78.89, It will leave a vertical row of pixels spaced out 1 pixel to the right of the 43.21 making it look like 43.21| . This  appears to be remaining from what I believe is part of the 9 the original 67.89.  I am using the liberationSans12pt font and it appears that the sizes of the individual characters effect the display when over-writing a value.

If I add a filled rectangle

display.drawRect(51, 9,  39, 14, BLANK, BLK); // Blank out prior (DsplyF) prior to  new (DsplyF) write

display.setFont(liberationSans_12ptFontInfo); // set Font
display.setCursor(52, 10); // move Cursor to Actual Temp position
display.print(DsplyF);

        It does clear the background But I end up with a flashing (DsplyF) Not the entire display just the updated
        temperature value.

 BLANK declared as
#define BLANK  TSRectangleFilled // Defines Blank Rectangle.

I'll work tonight to duplicate with a simpler program and post that.
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TinyDuino / Re: TinyScreen Artifacts after text replacement
« Last post by lennevia on July 20, 2018, 07:06:40 PM »
Hello!

I'm not sure if I'm understanding what you mean by artifacts, but to clear values there is a clear screen function you can use. This may be what you've already tried as it makes the screen 'blip' between prints:

  display.clearScreen();

If you're looking for something more refined, please let me know!

Thanks,
Réna
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TinyDuino / TinyScreen Artifacts after text replacement
« Last post by whmckinley on July 20, 2018, 04:05:30 PM »
I'm developing a Thermostat controller for my RV fridge. The display has a Static border and some static text. On the display I am displaying 2 variables. A set temp and a actual temp. The Actual temp varies. When a new value is written to the display It will at times leave artifacts of the previous value.  Value of 68.88 being replaced with 65.01 will leave artifacts of the 68.88 on the trailing edge. Is there a method to just blank out the previous text. I tried doing a draw rectangle filled, but it would make the temp number constantly flash. I'm at a loss at this point.
I've attached a txt file with the project code and would appreciate any insight. BTW the set temp routine has not been fleshed out yet.

Thanks
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Tiny Arcade / Re: Recommendation: Amendments to the TinyArcade tutorial
« Last post by HunterHykes on July 20, 2018, 01:45:29 PM »
Hi John,

I'm excited to see the progress you make on the game you're developing! Here is a link to a freshly published tutorial on an RPG-style gameplay. This may not pertain specifically to your project, but it's possible that some of the concepts may come in handy so I figured I'd let you have a look.

https://22myj377d5l0kqpr-11252198.shopifypreview.com/blogs/games/creating-an-rpg-style-tile-grid

Good luck!
-Hunter
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Tiny Arcade / Re: Creating sprites dynamically (on run time). Is it possible?
« Last post by HunterHykes on July 20, 2018, 01:37:23 PM »
Hi John,

I believe that instantiating each individual sprite (characters or bullets) and keeping them off screen is probably the best way to go. I'm imagining this to be a platformer game similar to Contra or something of the sort, so what you may want to do (referencing our game development tutorial found at https://tinycircuits.com/blogs/learn/how-to-develop-a-game-for-the-tinyarcade-new) is create different spriteList arrays and allow the drawBuffer function to be passed this array depending on the level of the game. Each array would then include the bullets, characters, and enemies for the specific level that the player is on. As sprites are needed they can be moved on screen. I'd imagine you want multiples of bullets and enemies using the same sprites so those will have to be created separately in the arrays.

I hope this helps answer your question. If you have more, feel free to reach out!

Thanks,
-Hunter
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Tiny Arcade / Creating sprites dynamically (on run time). Is it possible?
« Last post by johnbbq on July 19, 2018, 10:34:06 PM »
Hi there. One question I have (as I started coding my first game) is: is there a way of creating multiple instances of a sprite? I see that the source code for Tiny Brick and Flappy Birdz they both do not do this. Even though they could use the same bitmaps, the source code specify many instances of the same sprite and they live offscreen until they are needed. But ideally I would like to create the instances on the fly, as I need them (like for example, bullets, or different enemies).

Is this an Arduino limitation? I looked online on how I could push items to an array but it seems that is not possible. Is there a different way?

Thanks.
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Tiny Arcade / Re: Recommendation: Amendments to the TinyArcade tutorial
« Last post by johnbbq on July 19, 2018, 10:28:24 PM »
And I'm done! The last part about getting the livesprite was a little bit confusing, as I had a hard time understanding how it works in the Tiny Brick source code. If you guys can expand that part, I think it would be great. However, the tutorial can live off without it as it is understandable that this is the tutorial for the lite version of the game.

This was really fun. Thank you guys. I will now start working on our first game.

Cheers.
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Tiny Arcade / Re: Recommendation: Amendments to the TinyArcade tutorial
« Last post by johnbbq on July 19, 2018, 09:52:07 PM »
Hi there! I'm almost done with the tutorial. Another recommendation: In the Splashscreen section, it is not mentioned that start should be a boolean. The if condition did not work for me as an int.
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