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notes:spring2025:projects:mtb0 [2025/02/12 15:02] – [How to limit our sprite from leaving the playfield] bdildine | notes:spring2025:projects:mtb0 [2025/02/12 22:38] (current) – [translating read joystick value into X and Y] cgrant9 | ||
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=====Design your sprites / custom texture===== | =====Design your sprites / custom texture===== | ||
+ | Designing your own sprites is how you can really make your project yours.\\ | ||
+ | There are many tools you can use to create custom sprites\\ | ||
+ | If you are willing to buy it or build it from source Aesprite is a great option\\ | ||
+ | Another great option for those with Steam is Pixel Studio, which is free, although it does have some quirks to work around. (This is what i personally use and it works great)\\ | ||
====Specifying Texture in XML==== | ====Specifying Texture in XML==== | ||
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====Selecting joystick==== | ====Selecting joystick==== | ||
+ | |||
+ | In VirCon32 you can select a gamepad with < | ||
+ | |||
====Reading joystick value==== | ====Reading joystick value==== | ||
+ | You can get the X and Y values using: | ||
+ | < | ||
+ | int DirectionX, DirectionY; | ||
+ | gamepad_direction(& | ||
+ | </ | ||
====translating read joystick value into X and Y==== | ====translating read joystick value into X and Y==== | ||
+ | You can also check explicitly for certain button presses instead of using gamepad_direction() with the gamepad functions, most pertinent to this project would be gamepad_left(), | ||
+ | These functions return a value based on how long the button is being pressed/how long it has been unpressed, decreasing starting from -1 every frame it is unpressed, and increasing starting from 1 every frame it is pressed; The value returned is never zero | ||
=====Playfield bounds checking===== | =====Playfield bounds checking===== | ||
====Vircon32 screen resolution==== | ====Vircon32 screen resolution==== | ||
+ | Vircon32 has a screen resolution of 640x360, that is, 640 pixels across and 360 pixels vertically | ||
====How to check if our sprite has reached a bound==== | ====How to check if our sprite has reached a bound==== | ||
First, it is required to figure out what the bounds of the screen are. Within the video.h header, there are 2 provided definitions. screen_height, | First, it is required to figure out what the bounds of the screen are. Within the video.h header, there are 2 provided definitions. screen_height, |