Arduboy Course - Part V: Level
date
Jun 16, 2024
type
KnowledgeBase
year
slug
arduboy-5
status
Published
tags
Arduino
C++
Microcontroller
summary
Let’s take what we have and make a whole level!
Previous Chapter: Part IV: COLLISION DETECTION
Making a whole Level
Just do the same thing many times?
We could do the same thing multiple times to get an entire level, but then we’d have many individual obstacles and would need to check for collisions with each and every one of them.
Instead of making individual variables for all obstacles, we’ll use an array - essentially a list of obstacles.
Obstacle obstacles[4]; // Create an Array of type Obstacle with space for 4 elements obstacles[0] = {0, 56, 8, 8}; // Access the first element and fill it with values obstacles[1] = {0, 0, 16, 8}; // Second element obstacles[2] = {16, 22, 8, 8}; // Third element obstacles[3] = {24, 44, 8, 16}; // Forth element
Notice how the index of our array starts with 0, not 1. In programming all indices are usually zero-based!
Now what this allows us to do is loop through the array - for example when drawing the obstacles!
// Loop through the obstacles array for(int i = 0; i < 4; i++) { // index "i" starts at 0, then - while it's smaller than 4, we increase it by 1 after each loop // now we can use "i" to access the current obstacle in the array arduboy.fillRect(obstacles[i].x, obstacles[i].y, obstacles[i].width, obstacles[i].height, WHITE); }
Simple Example:
#include <Arduino.h> #include <Arduboy2.h> Arduboy2 arduboy; // Define our Obstacle struct struct Obstacle { int x; int y; int width; int height; int obstacleType; bool gone; }; Obstacle obstacles[4]; // Create an Array of type Obstacle with space for 4 elements void setup() { arduboy.begin(); obstacles[0] = {0, 56, 8, 8}; // Access the first element and fill it with values obstacles[1] = {82, 0, 16, 8}; // Second element obstacles[2] = {46, 22, 52, 8}; // Third element obstacles[3] = {24, 44, 8, 16}; // Forth element } void loop() { if (!(arduboy.nextFrame())) return; arduboy.clear(); // Loop through obstacles array and draw all the obstacles for(int i = 0; i < 4; i++) { // index "i" starts at 0, then - while it's smaller than 4, we increase it by 1 after each loop arduboy.fillRect(obstacles[i].x, obstacles[i].y, obstacles[i].width, obstacles[i].height, WHITE); } arduboy.display(); }
✅ Draws obstacles from an array
❎ It’s all happening in the main class
Level Class
Let’s create a new CLASS that will hold all our level-related data (most importantly all our obstacles)! And we’ll do this in a new file in our project…
- In the Arduino IDE click onto the 3 dots (
…
) at the top right of the source code, then chooseNew Tab
- This will create a new file, call it
level.h
Let’s make a new class that will hold all the data for our level!
- We’ll move our
Obstacle
struct into the new filelevel.h
- Create the class
Level
- Create a public array for our
obstacles
- Create a public int to hold the number of obstacles that have been added:
obstacleCount
- Create a method to add an obstacle to the Level object:
addObstacle
- we’ll use this to set up our level
#include <Arduino.h> struct Obstacle { int x; int y; int width; int height; int obstacleType; bool gone; }; class Level { public: Obstacle obstacles[32]; // Array to hold Obstacles int obstacleCount = 0; // Counter to keep track of the number of obstacles added // Method for adding new obstacles to our Level void addObstacle(int x, int y, int width, int height, int t) { if (obstacleCount < 64) { obstacles[obstacleCount++] = {x, y, width, height}; // Add obstacle if there is space and increase obstacleCount } } }
Note how
obstacles[obstacleCount++]
accesses the Obstacle at position obstacleCount
and then immediately increases obstacleCount
by 1! All in one! Like 🪄 magic…Back in the main file we can now include our new file via
#include "level.h"
- that will pull in our Obstacle
struct and our Level
class!#include <Arduino.h> #include <Arduboy2.h> #include "level.h" // Include our new file! Note how we use quotation marks instead of angle brackets! Arduboy2 arduboy; Level level; // Create an instance object of our Level class void setup() { arduboy.begin(); // Add obstacles to our level! level.addObstacle(0, 56, 40, 8, 0); level.addObstacle(64, 24, 65, 4, 0); level.addObstacle(64, 56, 32, 8, 0); level.addObstacle(0, 12, 12, 4, 0); level.addObstacle(112, 44, 17, 20, 0); level.addObstacle(0, 40, 16, 16, 0); level.addObstacle(32, 24, 16, 4, 0); } void loop() { if (!(arduboy.nextFrame())) return; arduboy.clear(); // Loop through the level's obstacles array and draw all the obstacles for(int i = 0; i < level.obstacleCount; i++) { // index "i" starts at 0, then - while it's smaller than obstacleCount, we increase it by 1 after each loop arduboy.fillRect(level.obstacles[i].x, level.obstacles[i].y, level.obstacles[i].width, level.obstacles[i].height, WHITE); } arduboy.display(); }
Why do we need a Level class again?
It keeps our main file clean since a lot of level-related functionality can live in the
levels.h
file instead of our main file. Also note how it makes it really easy for us to have multiple levels - We can simply swap out the contents of our level
variable!Move collision detection out of the main file
If all our obstacle-related stuff lives in
level.h
, then it makes a lot of sense to move the collision-checking in there as well!- Move
checkCollision
intoObstacle
- that way we could also use an Obstacle just by itself without the need for aLevel
object - One version of
checkCollision
checks against values - Another version of
checkCollision
checks against anEntity
- Make a
checkCollision
method inLevel
that takes anEntity
as its argument and automatically checks for collision against allObstacles
in the Level
#include <Arduino.h> #include "entity.h" struct Obstacle { int x; int y; int width; int height; uint8_t obstacleType; bool gone; bool checkCollision(int x, int y, int width, int height) { if (x + width * 0.5 > this->x && x - width * 0.5 < this->x + this->width && // Horizontal overlap y + height * 0.5 > this->y && y - height * 0.5 < this->y + this->height) { // Vertical overlap return true; } return false; } bool checkCollision(Entity &entity) { if (entity.x + entity.width * 0.5 > x && entity.x - entity.width * 0.5 < x + width && // Horizontal overlap entity.y + entity.height * 0.5 > y && entity.y - entity.height * 0.5 < y + height) { // Vertical overlap return true; } return false; } }; class Level { public: Obstacle playArea = {0, 0, 128, 64, 255}; // Play area int playSpawnX = 64; int playSpawnY = 32; Obstacle obstacles[32]; // Array to hold Obstacles int obstacleCount = 0; // Counter to keep track of the number of obstacles added void addObstacle(int x, int y, int width, int height, uint8_t t) { if (obstacleCount < 32) { obstacles[obstacleCount++] = {x, y, width, height, t}; // Add obstacle if there is space } // Optionally, handle the case where MAX_OBSTACLES is exceeded } // Method to handle collision detection void checkCollision(Entity &entity) { entity.onGround = false; // Reset onGround flag to false // Keep entity within bounds if (entity.x < 1 + entity.width * 0.5) { entity.x = entity.width * 0.5; entity.xMomentum = -entity.xMomentum * 0.5; } if (entity.x > playArea.width - 1 - entity.width * 0.5) { entity.x = playArea.width - entity.width * 0.5; entity.xMomentum = -entity.xMomentum * 0.5; } // Uncomment this if you want the entity to bounce off the top of the play area. I don't. // if(entity.y < 1 + entity.height * 0.5) { // entity.y = 1 + entity.height * 0.5; // entity.yMomentum = -entity.yMomentum * 0.5; // } if (entity.y > playArea.height - 1 - entity.height * 0.5) { entity.y = playArea.height - 1 - entity.height * 0.5; if (entity.land(entity.yMomentum)) { entity.yMomentum = 0.0; } else { entity.yMomentum = -entity.yMomentum * 0.25; if (abs(entity.yMomentum) < 0.2) { entity.yMomentum = 0.0; } } } // Loop through all obstacles and check for collision for (int i = 0; i < obstacleCount; i++) { Obstacle &o = obstacles[i]; if (o.gone) continue; // **************** Obstacle gone, skip it and go straight to the next loop if (o.checkCollision(entity)) { // Check for collision // IF TYPE 0, OBSTACLE IS SOLID - COLLIDE if (o.obstacleType == 0) { // Landing on top of the obstacle if (entity.yMomentum > 0 && entity.y + entity.height * 0.5 - entity.yMomentum <= o.y) { // Call land method on the entity (can be used to kill it on hard impact, etc.) if (entity.land(entity.yMomentum)) { entity.yMomentum = 0.0; } else { entity.y = o.y - entity.height * 0.5; // Adjust player position to stand on top of the obstacle entity.yMomentum = -entity.yMomentum * 0.15; // Bounce if (abs(entity.yMomentum) < 0.2) { // If momentum is very low, stop it completely entity.yMomentum = 0.0; } } } // Collision on the bottom of the obstacle else if (entity.yMomentum < 0 && entity.y - entity.height * 0.5 - entity.yMomentum >= o.y + o.height) { entity.y = o.y + o.height + entity.height * 0.5; // Adjust player position to the bottom of the obstacle entity.yMomentum = -entity.yMomentum * 0.15; // bounce } // Collision on the left side of the obstacle else if (entity.xMomentum > 0 && entity.x + entity.width * 0.5 - entity.xMomentum <= o.x) { entity.x = o.x - entity.width * 0.5; // Adjust player position to the left edge of the obstacle entity.xMomentum = -entity.xMomentum * 0.25; // bounce } // Collision on the right side of the obstacle else if (entity.xMomentum < 0 && entity.x - entity.width * 0.5 - entity.xMomentum >= o.x + o.width) { entity.x = o.x + o.width + entity.width * 0.5; // Adjust player position to the right edge of the obstacle entity.xMomentum = -entity.xMomentum * 0.25; // bounce } } else if (o.obstacleType == 1) { // IF TYPE 1, COLLECT IT! o.gone = true; } } // check if entity is within 3 px of the top of a obstacle, count as onGround if (entity.x + entity.width * 0.5 >= o.x && entity.x - entity.width * 0.5 <= o.x + o.width && // Horizontal overlap entity.y + entity.height * 0.5 >= o.y - 3 && entity.y - entity.height * 0.5 <= o.y + o.height) { // Vertical overlap entity.onGround = true; } // check if entity is within 3 px of the bottom of the level (level height), count as onGround if (entity.y + entity.height * 0.5 >= playArea.height - 3 && entity.y - entity.height * 0.5 <= playArea.height) { // Vertical overlap entity.onGround = true; } } } };
Now we can simplify the main file down to this:
#include <Arduino.h> #include <Arduboy2.h> #include "entity.h" #include "level.h" #include "animationPlayer.h" Arduboy2 arduboy; // Player data Entity player = {20.0, 40.0, 10, 10}; // World data float gravity = 0.1; Level level = Level(); AnimationPlayer coinAnimationPlayer; // Coin Image const uint8_t PROGMEM Coin[] = { 8, 8, 0x3c, 0x42, 0x99, 0xbd, 0xbd, 0x99, 0x42, 0x3c, 0x00, 0x3c, 0x42, 0x99, 0x99, 0x42, 0x3c, 0x00, 0x00, 0x00, 0x7e, 0xff, 0x81, 0x7e, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7e, 0x81, 0xff, 0x7e, 0x00, 0x00, 0x00, 0x3c, 0x42, 0x99, 0x99, 0x42, 0x3c, 0x00, }; // Animation times const int coinFrameTimes[] = {100, 100, 100, 100, 100, 100}; void setup() { arduboy.begin(); // Set up the coin AnimationPlayer coinAnimationPlayer.addAnimation(0, {Coin, 6, coinFrameTimes}); // Set up the level level.addObstacle(64, 32, 8, 8, 1); // Add the coin to the level level.addObstacle(80, 22, 8, 8, 1); // Add another coin to the level level.addObstacle(60, 52, 24, 12, 0); // Add the platform to the level level.addObstacle(100, 42, 24, 6, 0); // A second platform } void loop() { if (!(arduboy.nextFrame())) return; arduboy.clear(); arduboy.pollButtons(); arduboy.drawRect(0, 0, arduboy.width(), arduboy.height(), WHITE); player.process(gravity, arduboy.pressed(LEFT_BUTTON), arduboy.pressed(RIGHT_BUTTON), arduboy.justPressed(A_BUTTON), arduboy); level.checkCollision(player); // The player is still a circle arduboy.fillCircle(player.x, player.y, player.width * 0.5, WHITE); // Draw the level obstacles for(int i = 0; i < level.obstacleCount; i++) { if(!level.obstacles[i].gone) { // only draw if not gone! if(level.obstacles[i].obstacleType == 0) { // PLATFORM! arduboy.fillRect(level.obstacles[i].x, level.obstacles[i].y, level.obstacles[i].width, level.obstacles[i].height, WHITE); } else { // COIN! coinAnimationPlayer.draw(level.obstacles[i].x, level.obstacles[i].y); } } } arduboy.display(); }
Nice! Notice how it’s now super-easy to add multiple coins and multiple platforms! And most interactions basically handle themselves. All we need to do is set everything up, then call
player.process
and level.checkCollision
in loop()
and then draw all the things!Level Design - Level Editor
It’s cumbersome to construct a level in source code, so I made a little ➡️ LEVEL EDITOR where you can lay out a level, then simply click the
Export C++
button and generate the corresponding source code!Shortcut Keys
B
- Add a boxDEL
- Delete selected objectOther Features
- It also saves the level in your browser’s localStorage, so you can work on it across sessions.
- If you want to save the level or continue on a different PC you can export it as a JSON file for later re-import.
✨ Now go, make a level! ✨