A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Revision:
33:4f3948dcd2f7
Parent:
30:ec915d24d3e9
Child:
36:92d131695e7c
--- a/sprites.h	Mon May 06 08:56:48 2019 +0000
+++ b/sprites.h	Mon May 06 13:27:26 2019 +0000
@@ -3,7 +3,7 @@
 const int screen_width = 84;
 const int screen_height = 48;
 
-const int star_sprite[4][11][5] = {    // star_sprite[frame][Size_Y][Size_X]
+const char star_sprite[4][11][5] = {    // star_sprite[frame][Size_Y][Size_X]
     {
         {0,0,0,0,0},
         {0,0,0,0,0},
@@ -58,7 +58,7 @@
     }
 };
 
-const int title_options_sprite[4][9][32] = {
+const char title_options_sprite[4][9][32] = { // title_options_sprite[Option][Size_Y][Size_X]
     {
         {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0},
@@ -105,18 +105,18 @@
     }
 };
 
-const int arrow_right_sprite[3][2] = {
+const char arrow_right_sprite[3][2] = {
     {1,0},
     {1,1},
     {1,0}
 };
-const int arrow_left_sprite[3][2] = {
+const char arrow_left_sprite[3][2] = {
     {0,1},
     {1,1},
     {0,1}
 };
 
-const int button_A_sprite[8][8] = {
+const char button_A_sprite[8][8] = {
     {0,0,1,1,1,1,0,0},
     {0,1,1,1,1,1,1,0},
     {1,1,1,0,0,1,1,1},
@@ -128,7 +128,7 @@
 };
 
 
-const int pause_sprite[9][45] = {
+const char pause_sprite[9][45] = {
     {0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,},
     {1,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,},
     {0,1,1,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,},
@@ -140,7 +140,7 @@
     {0,1,0,0,0,0,0,0,0,1,1,1,0,1,0,0,0,0,1,0,0,1,0,0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,},
 };
 
-const int title_name_0[15][44] = {
+const char title_name_0[15][44] = {
     {0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
     {0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
     {0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
@@ -158,7 +158,7 @@
     {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
 };
 
-const int title_name_1[17][53] = {
+const char title_name_1[17][53] = {
     {0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
     {0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
     {0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
@@ -178,7 +178,7 @@
     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
 };
 
-const int level_map[1][3][48][84] = { // map[map number][2d/3d/overlay][y][x]
+const char level_map[1][3][48][84] = { // map[map number][2d/3d/overlay][y][x]
     {
         {
             {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},