ptbw / 32blox

A breakout-style game for the 32blit

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-------- Changes this fork ------

Got sprites working with assets.yml file, although output hpp requires inline changing to static when building for 32Blit hardware? Sprite rendering is still via code rather than the engine.

32Blit text added to replace 32bee calls, but could do with moving to a text class that handles aligning (centre, left, right etc)

-------- Original read me --------

32Blox

This is a breakout-style game for the 32blit, which was built primarily as a learning exercise to comprehend the sparsely documented API :-)

Technical

I have deliberately kept my interaction with the Engine at a minimum; largely just pixel-pushing rather than trying to use all the baked in sprite stuff, because I suspect the API will shift a lot under me and the less contact I have with it, the less likely I am to get shafted by it!

The downside is that my shonky code isn't necessarily as efficient as Engine code, but I'll cross that bridge as and when performance becomes an issue. For now, there are lots and lots of CPU cycles to play with.

Although originally intended as a hi-res game, I've realised that is totally over the top for a basic little ball bouncing game so I've switched down to lores. I think it looks better, ironically.

Language

Please note that this is C++ is name only; apart from calls into the Blit Engine everything here should be pretty basic, old fashioned C because it's nicer that way.

Long term, it would be nice to pull together some C bindings into the Engine, so that we can have pure C projects.

About

A breakout-style game for the 32blit

License:MIT License


Languages

Language:C++ 96.7%Language:Objective-C 2.7%Language:CMake 0.6%