[solved]Issue with drawBitmap in pokitto simulator

I am making a basic program to get my C++ skills up to scratch using the pokitto simulator and ive been using rectangles and circles for drawing the player and the map but now I want to introduce sprites, ie bitmaps but im having issues with the drawbitmap function. ive been using img2pok to convert the bitmaps to pokitto format, ive also tried the command line versions. when I try to draw the player bitmap with game.display.drawBitmap(x, y, bgdude[0]); this is the output:

pockitto

As you can see the image is very distorted and indistinguishable as the player.

I have tried the different bitmap functions also, drawBitmapData etc

Any help appreciated
Gareth

2 Likes

Quick reply:

  • check that you have correct screen mode specified in My_settings.h

  • do not just build, do a complete build all /rebuild

Which screen mode are you using?
How is bgdude defined?

Hi, thanks for the responses, I am pretty new to pokitto development and I noticed I havent got a My_settings.h I just downloaded the PokittoSim in codeblocks, I am not using mbed but maybe I should. The bitmap is defined in a header file called player.h, im not sure how to set the screen mode im just using what the codeblocks projects defaulted to. I tried #define PROJ_HIRES options in my main file to 0 and 1 and both do not produce the correct output

I just copied the output from img2pok into the header file and then #include “player.h” in the main cpp file.

here is the image:

bgdude

Thanks for your help
Gareth

3 Likes

Hi Gareth. You can copy- paste your code here (the main file and your graphics) and I promise I’ll help you out. When you have copied your code, when writing a reply, just press the </> icon (preformatted text) and paste the code to put it in a read-friendly formatting

Edit: I need the graphics file (the one that came out of img2pok) to see why its not showing up correctly

hi here is the code thanks,

#include <stdint.h>

//Total colors 8
const uint16_t bgdude_pal[] = {
0,65141,65376,13598,953,61309,46845,64944,
};

//Sprite sheet:3x3
const uint8_t bgdude [][1026] ={
//[0] cell:0x0
{
32,32,

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},
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},
//[2] cell:2x0
{
32,32,

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},
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//[6] cell:0x2
{
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//[7] cell:1x2
{
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7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,0,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,0,1,1,0,0,0,0,1,1,1,1,5,5,5,1,1,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,0,1,1,0,0,1,1,1,1,1,1,5,5,0,1,1,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,0,0,1,1,1,1,1,1,1,1,1,5,5,5,1,1,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,1,1,1,1,1,1,1,1,1,1,1,1,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,1,1,1,1,1,1,1,1,1,1,1,1,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,1,1,1,1,1,1,1,1,1,1,1,1,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,0,1,1,1,1,0,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,0,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,3,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,3,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,3,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,3,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,7,0,1,0,7,7,0,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,7,7,0,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,7,0,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,
},
//[8] cell:2x2
{
32,32,

7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,0,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,0,1,1,0,0,0,0,1,1,1,1,5,5,5,1,1,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,0,1,1,0,0,1,1,1,1,1,1,5,5,0,1,1,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,0,0,1,1,1,1,1,1,1,1,1,5,5,5,1,1,0,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,1,1,1,1,1,1,1,1,1,1,1,1,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,1,1,1,1,1,1,1,1,1,1,1,1,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,1,1,1,1,1,1,1,1,1,1,1,1,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,7,0,1,1,1,1,0,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,0,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,3,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,3,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,3,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,3,0,3,3,3,0,3,3,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,7,0,1,0,7,7,0,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,7,7,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,7,0,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,
7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
},
};

the main file just uses a draw() method in the player class

void draw() {
        game.display.load565Palette(bgdude_pal);
        game.display.drawBitmap(x, y, bgdude[0]);
    }

int main ()
{


    loadMap();

    cam = new Camera(mapRects, player);


    game.begin();


    game.display.palette[0] = game.display.RGBto565(0x0, 0x0, 0x0); // black (backgound)
    game.display.palette[1] = game.display.RGBto565(0x00, 0xff, 0x00); // green 
    game.display.palette[2] = game.display.RGBto565(0xff, 0x00, 0x00); // red
    game.display.palette[3] = game.display.RGBto565(0xff, 0xff, 0x00); // yellow
    game.display.palette[4] = game.display.RGBto565(0x00, 0x00, 0xff); // blue
    game.display.palette[5] = game.display.RGBto565(0x44, 0x44, 0x44); 

    while (game.isRunning()) {
        if (game.update()) {

            drawMap();
            player->draw();
            game.display.setColor(1);

            cam->setPos(player->x + player->velocity.x, player->y + player->velocity.y);
            cam->update();


            if(game.rightBtn()) {

                player->player_dir = player->right;
                player->moveRight();
            }

            else if(game.leftBtn()) {
                player->player_dir = player->left;
                player->moveLeft();

            }

            if(game.upBtn()) {
                player->player_dir = player->up;
                player->moveUp();

            }

            else if(game.downBtn()) {
                player->player_dir = player->down;
                player->moveDown();
            }

            player->update();
            player->collide(mapRects, num_rects);

        }

    }
    return 1;
}
2 Likes

So @gareth , quickly checking I get the same result as you.

Now I am going to see why

image

@gareth : your art is generated for mode 13 (256 color mode)

You can see it by looking at the data in your header file. You have 32 values sideways. In 16 color mode (the default mode) two pixels are packed into one byte (4 bits + 4 bits) and you would have 16 values in one row.

Adding #define PROJ_SCREENMODE 13 in the My_settings.h changes your project build to mode 13 and (after rebuilding completely!) your output will look like this:

image

Now that this is out of the way, let me share a song that has been buzzing around in my head for the whole day. Perhaps it will go away if someone else gets infected.

Ofcourse I know this was completely irrelevant. Welcome to the forums @gareth !

1 Like

That reminds me, Piskel currently has no 2-bit/4-colour mode last time I checked.

Are you in the habit of listening to French nuns singing?

Maybe we can displace it, turn your volume up and try the allo allo theme.
(Real name: “London’s Calling”, but people always think of a certain other song when I call it that.)

Belgian nuns, but … yes

2 Likes

Good lord!

Pardonne-moi.

Hi, thanks for the solution and the interesting music. The sprite drawing code works now :slight_smile:

working

3 Likes