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Added PacMan example
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datacute committed Jul 25, 2020
1 parent 3db662c commit f1ff7ed
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124 changes: 124 additions & 0 deletions examples/PacMan/Graphics.h
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#define spriteBlank 0
#define spritePacmanRight1 1
#define spritePacmanRight2 2
#define spritePacmanUp1 3
#define spritePacmanUp2 4
#define spritePacmanDown1 5
#define spritePacmanDown2 6
#define spriteGhostRightHunting 7
#define spriteGhostRightRunning 8
#define spritePellet 9
#define spriteSuperPellet 10
#define spriteWallRight 11
#define spriteWallAbove 12
#define spriteWallLeft 13
#define spriteWallBelow 14

#define spriteR 15
#define spriteE 16
#define spriteA 17
#define spriteD 18
#define spriteY 19
#define spriteBang 20

#define spriteEntering 0x20
#define spriteShifted 0x40
#define spriteReversed 0x80
#define spriteMask 0x1F

const uint8_t sprites [] PROGMEM = {
// Empty passage
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, // 0
// Pacman facing right, mouth open
0x3C,0x7E,0xFF,0xFB,0xEF,0xE7,0x62,0x20, // 1
// Pacman facing right, mouth closed
0x3C,0x7E,0xFF,0xFB,0xFF,0xFF,0x7E,0x3C, // 2
// Pacman going up, mouth open
0x3C,0x7E,0xEC,0xF8,0xF0,0xFF,0x7E,0x3C, // 3
// Pacman going up, mouth closed
0x3C,0x7E,0xEF,0xFF,0xFF,0xFF,0x7E,0x3C, // 4
// Pacman going down, mouth open
0x3C,0x7E,0xFF,0x0F,0x1F,0x37,0x7E,0x3C, // 5
// Pacman going down, mouth closed
0x3C,0x7E,0xFF,0xFF,0xFF,0xF7,0x7E,0x3C, // 6

// Ghost facing right, hunting
0xFC,0x7E,0x73,0xF7,0x7F,0xF3,0x77,0xFE, // 7
// Ghost facing right, running
0xFC,0x42,0x41,0xC9,0x41,0xC9,0x41,0xFE, // 8
// Pellet
0x00,0x00,0x00,0x18,0x18,0x00,0x00,0x00, // 9
// Power-up pellet
0x00,0x18,0x3C,0x7E,0x7E,0x3C,0x18,0x00, // 10

// Wall with wall to right
//0x00,0x18,0x24,0x42,0x42,0x66,0x7E,0x42, // 11
0x00,0x00,0x18,0x24,0x24,0x3C,0x24,0x24, // 11
// Wall with wall above
//0x00,0x1F,0x26,0x42,0x42,0x26,0x1F,0x00, // 12
0x00,0x00,0x1F,0x24,0x24,0x1F,0x00,0x00, // 12
// Wall with wall to left
//0x42,0x7E,0x66,0x42,0x42,0x24,0x18,0x00, // 13
0x24,0x24,0x3C,0x24,0x24,0x18,0x00,0x00, // 13
// Wall with wall below
//0x00,0xF8,0x64,0x42,0x42,0x64,0xF8,0x00, // 14
0x00,0x00,0xF8,0x24,0x24,0xF8,0x00,0x00, // 14

// R
0x00,0x7F,0x7F,0x11,0x11,0x39,0x6E,0x4E,
// E
0x00,0x00,0x7F,0x7F,0x49,0x49,0x49,0x41,
// A
0x00,0x7C,0x7E,0x13,0x11,0x13,0x7E,0x7C,
// D
0x00,0x7F,0x7F,0x41,0x41,0x63,0x3E,0x1C,
// Y
0x00,0x00,0x07,0x0F,0x78,0x78,0x0F,0x07,
// !
0x00,0x00,0x40,0x1C,0x0F,0x07,0x03,0x00,

// 0
0x7C,0x82,0x7C,0x00,
// 1
0x84,0xFE,0x80,0x00,
// 2
0xC4,0xA2,0x1C,0x00,
// 3
0x44,0x92,0x6C,0x00,
// 4
0x3E,0x20,0xF8,0x00,
// 5
0x9E,0x92,0x62,0x00,
// 6
0x7C,0x92,0x60,0x00,
// 7
0x02,0xE2,0x1E,0x00,
// 8
0x6C,0x92,0x6C,0x00,
// 9
0x8C,0x92,0x7C,0x00,

};

const uint8_t digitGlyphs [] PROGMEM = {
// 0
0x7C,0x82,0x7C,
// 1
0x84,0xFE,0x80,
// 2
0xC4,0xA2,0x1C,
// 3
0x44,0x92,0x6C,
// 4
0x3E,0x20,0xF8,
// 5
0x9E,0x92,0x62,
// 6
0x7C,0x92,0x60,
// 7
0x02,0xE2,0x1E,
// 8
0x6C,0x92,0x6C,
// 9
0x8C,0x92,0x7C,
};
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