hi
i need help with this game im making
i need the sprite to not go thru the bitmap background how do i do this
heres the code if you need it
#include<SPI.h>
#include<Gamebuino.h>
Gamebuino gb;
const byte voodoo[] PROGMEM =
{
8,8,
B00111100,
B00111000,
B00111011,
B00111100,
B01011000,
B00011100,
B00100010,
B00100010,
};
const byte PROGMEM bull[] =
{
8,8,
B00000000,
B00000000,
B00111000,
B00000000,
B00000000,
B00000000,
B00000000,
B00000000,
};
const byte map1 [] PROGMEM = {
80,48,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B01111110,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000001,B11111111,B10000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000001,B11111111,B10000000,B11111110,B00000000,B00000111,B11100000,B00000011,B11110000,B00000000,
B00000001,B11111111,B10000011,B11111111,B11110000,B00001111,B11110000,B00001111,B11111000,B00000000,
B00000001,B11111111,B10000011,B11111111,B11110000,B00001111,B11111100,B00111111,B11111110,B00000000,
B00000000,B01111110,B00000000,B01111111,B00000000,B00001111,B11110000,B00111111,B11111100,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000111,B11100000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00001111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00011111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00111111,B11111100,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00011111,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B00001111,B11111111,B11110000,
B00001111,B11110011,B00000000,B00000000,B00000000,B00000000,B00000000,B00011111,B11111111,B11111000,
B00000011,B11000111,B00000000,B00000000,B00000000,B00000000,B00000000,B00100000,B00000000,B00000100,
B01110011,B11111000,B00000000,B00000000,B00000000,B00000000,B00000000,B01000000,B00000000,B00000010,
B01111111,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B00000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00000000,B00000000,B10000000,B00000000,B11111111,
B00000011,B11000000,B00000000,B00000000,B00000000,B00010000,B00000000,B10000000,B00000000,B10000001,
B00000011,B11000000,B00000000,B00000000,B00000000,B00111111,B00000000,B10000000,B00000000,B10000001,
B00000111,B11100000,B00000000,B00000000,B11111111,B11111111,B11100000,B10000000,B00000000,B10000001,
B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,
};
int bull_x = LCDWIDTH/2;
int bull_y = LCDHEIGHT/2;
int voodoo_x = LCDWIDTH/2;
int voodoo_y = LCDHEIGHT/2;
const uint16_t revolver_sound[] PROGMEM = {0x0045, 0x7049, 0x17C, 0x784D, 0x42C, 0x0000};
void setup() {
gb.begin();
gb.titleScreen(F(“fortnite”));
gb.popup(F(“100left”), 10);
}
void loop() {
if(gb.update()){
if(gb.buttons.pressed(BTN_C)){
gb.titleScreen(F(“fortnite”));
}
if(gb.buttons.repeat(BTN_RIGHT,1)){
gb.sound.playCancel();
voodoo_x = voodoo_x + 1;
bull_x = bull_x + 1;}
if(gb.buttons.repeat(BTN_LEFT,1)){
gb.sound.playCancel();
voodoo_x = voodoo_x - 1;
bull_x = bull_x - 1;}
if(gb.buttons.repeat(BTN_DOWN,1)){
gb.sound.playCancel();
voodoo_y = voodoo_y + 1;
bull_y = bull_y + 1;}
if(gb.buttons.repeat(BTN_UP,1)){
gb.sound.playCancel();
voodoo_y = voodoo_y - 1;
bull_y = bull_y - 1;}
if(gb.buttons.repeat(BTN_B,1)){
bull_x = bull_x + 10;
gb.sound.playPattern(revolver_sound, 0);
}
gb.display.setColor(INVERT);
gb.display.drawBitmap(voodoo_x, voodoo_y, voodoo);
gb.display.drawBitmap(bull_x, bull_y, bull);
gb.display.drawBitmap(0,0,map1);
}
}