Creation en direct de parachute pour meta - By jicehel

Author :  jicehel

Je vous propose de suivre la création de la version de Parachute pour la META. Je m'étais servi de ce jeu pour apprendre à programmer ma MAKERBUINO et je vais le recommencer pour essayer de bien le programmer sur la META.

Dans un premier temps, j'ai commencé à travailler les graphiques.

Le fond:

L'hélico:   

La barque :  

et la planche de parachutistes (le truc que je vais essayer d'utiliser avec le tuto présent dans "images"

Le but sera d'obtenir quelque chose ressemblant à ça:

Voilà, le sujet et lancé. Plus qu'à me dégoter un peu de temps pour le coder.

Je vais essayé de m'y mettre et je vous tiendrais au courant des avancées   ;)  

Author :  jicehel

Just a note: if some graphist artist think he can perfect one of the picture, any suggestion is welcome as it's will be later for code to do it better when i'll start to post the sources of the advancement ;)

Author :  jicehel

I have take some minutes tonight to start the program.

It's just load the decor, the boats and the helico and animate it.

Next i'll try to load the picture of the paratroopers and display them at right place. I'll keep you informed of my advancement.

I'm not a pro of code and it's took me maybe one hour to code that...

//imports the Gamebuino library and the gb object
#include <Gamebuino-Meta.h>

// load images
const uint16_t fondData[] = {80,64,1, 1, 0, 0, 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Author :  ddrmax

Edit pour info on ne voit pas tout le code (limite de caractères)?


je pense que tu devrais regarder plus en d√©tail les sources d'autres jeux, le soucis est que tu peux pas r√©√©crire le fond a chaque frame ou penses tu utiliser les fonctionnalit√©s de drawimage (comme uniquement rafra√ģchir les parties de l‚Äô√©cran en utilisant les offset)?

de mon c√īt√© je fait tr√®s attention a cette partie car dans mon cas, j'essaie devoir si j'arrive a porter le moteur 3D de mrt-prodz sur gamebuino, ou pour √©viter de surcharger le processeur, tout se joue sur la r√©√©criture des pixels seulement modifi√©s (le portage devrait √™tre assez facile vu que l‚Äô√©cran est le m√™me).

Author :  jicehel

Merci ddrmax pour l'info pour le code. En effet, ça coupe sans doute à cause du nombre de caractères. J'aurais pu m'en douter mais bon.

A priori, le réaffichage du fond à chaque boucle ne semble pas poser de problème.

Pour le fond, je pense que je vais le charger en bmp directement pour alléger le code source... bon de toute façon, je partagerais sur github, ce sera plus simple  ;)

La puissance pour faire un jeu type Parachute tout comme le niveau de programmation son beaucoup moins exigeante que pour un jeu en 3D.

Je te souhaite bon courage pour ton portage. C'est rarement aussi simple qu'on l'espère mais tu vas y arriver et ça apportera un type de jeu quil manque pour le moment.


Author :  Aurélien Rodot

@jicehel plut√īt que de coller ton code directement je te sugg√®re d'utiliser GitHub... √ßa demande un petit apprentissage au d√©but mais apr√®s tu d√©couvrira toute la puissance de la gestion de version ^^ Tu peux te permettre d'exp√©rimenter et tout casser sans avoir peur, car √† tout moment tu peux revenir en arri√®re. Et √ßa permet √©galement aux autres de contribuer √† ton code.

@ddrmax Attention à l'optimisation précoce, à mon avis jicehel n'a pas besoin de s'embêter avec ça pour l'instant. Le CPU peut facilement retracer tout l'écran sans peiner.

Author :  jicehel

Ah oui parmi tous mes trucs pas fini, j'ai celui là.. Parachute... Bon pour ressortir le sujet, je me motive en me disant que je peux essayer de le terminer en HD. 

Du coup je lance un petit sondage.

Vous préféreriez la version N/B ou la version couleur et que vériez vous à revoir sur ces ces essais pour que ce soit mieux ?


ou


Author :  makerSquirrel

what about both versions? I.e. Firebuino has 2 versions as well.  The meta has more than enough space for both versions, simply switch the background depending on the game mode chosen. (I like both btw)

Author :  jicehel

OK, i'll let user choose the mode then  ;) Now i have to analyse the code of dn to optimise or think about sprites show (i would  do as fast as Aoneil do it with the analysis of his program as my game is easiest to do i should be able to do it  ;) )

Author :  geed

Both :) but keept the original "clear" design, Firebuino is fun, but i found the screen is too "charged"

Les deux ! Mais garde un design proche de l'original, Firebuino est sympa mais je trouve vraiment l'écran trop chargé, ça nuit à la visibilité je trouve.

Author :  makerSquirrel

@ too "charged" screen in Firebuino: This is why the second mode of Firebuino was kept as empty as I dared ;)

Author :  geed

Yep ! It's more simply to "score" on the classic mode, i found !

Author :  jicehel

I like the originals games (it's limit i know as i try to be the more possible near of the original but i like them) so i don't have in minds to modify the original design. 

The only possible problem could be than Nintendo request to remove the game, and of course, i'll retire in this case...

J'aime les jeux d'origines tels qu'ils sont (Je sais c'est un peu limite au niveau des copyrights mais j'aime ces jeux tels qu'ils étaient), je n'ai donc pas prévu de modifier le design d'origine.

Le seul risque √† ma connaissance serait que Nintendo nous demande de retirer le jeu et l√† bien s√Ľr, je serais oblig√© de le retirer...¬†

Bon je continue en fran√ßais. Je pourrais bien s√Ľr changer les graphisme et mettre quelqu'un qui lance des oeufs et un panier que l'on pourrait bouger et si on le rate, un oeuf qui s'√©tale √† la place des requins avec les requins des manqu√©s remplac√©s par des oeufs cass√©s mais je trouve √ßa hypocrite de modifier un peu le graphisme pour 'masquer' l'origine du jeu.¬†

Author :  IceCrew

J'ai déjà fait ce petit jeu en C pour les études :D 

J'ai le programme si tu as des difficultés (même si je pense que ce ne sera pas nécessaire haha)

Author :  Bidulle

On attends de voir le résultat avec impatience

Author :  jicehel

Merci Bidulle, en ce moment c'est un peu agité chez moi pour des raisons personnelles mais je vais m'y remettre. Ce n'est pas un jeu très difficile à coder (C'est pour que c'est le jeu par lequel j'avais commencé sur la Gambuino classique). J'ai juste décidé de le faire en HD comme dit plus haut. Je suis le tuto et je fais quelques tests et après j'attaque l'adaptation, mais bon ce ne sera sans doute pas avant la mi-décembre, voir la fin décembre...

Author :  NonoLePolet

J'attend avec impatience la version couleur!!

ça a l'air fun comme tout !!

ps: bonne chance pour le développement :3

Author :  jicehel

Question pour Stéphane principalement mais bon si d'autres veulent répondre, ils sont les bienvenu.

J'ai lu ton tuto et j'ai compris à peu près, je pense, mais maintenant je voudrais le mettre en pratique en commençant par le plus compliqué et le plus simple en même temps: l'affichage du background. Le truc, c'est je pense que l'on est obligé de découper le fond en 16 bandes pour que ça ne prenne pas trop de place en mémoire ?

J'hésite un peu du coup, j'avais commencé à l'implémenter sur le modèle de la balle. Tu ferais comment toi ? Je ne pense pas que l'on est trop de moyen d'optimiser. 

Je mets les images ci dessous: 2 images avec les sprites positionnés juste pour l'aperçu, 2 fonds vides (l'helico peut rester sur le fond) pour que tu puisses tester si tu veux et en dessous une série de 16 bandes correspondant au fond blanc pour si tu veux tester le système à bandes ou me proposer une autre solution que celles des 16 sprites.


Voilà, après les autres sprites, je peux partir sur le même principe que la balle avec un attribut 'actif' booléen pour dire s'il est allumé ou non.

Enfin, je ne vois pas d'autres difficultés particulières mais ça viendra sans doute comme je vais essayer de faire de la POO et que je n'en ai pas l'habitude pour le moment, alors je publiais mon code régulièrement pour m'assurer que je ne pars pas sur de mauvaises voies (Enfin souvent quand j'aurais le temps de programmer  ;) ) 

Author :  jicehel

Hum dans ton système, du coup, dans Background.h, il faudrait que je déclare ça comme ça ?


#ifndef BACKGROUND_DEFINITION
#define BACKGROUND_DEFINITION

#include "Renderable.h"

class Background : public Renderable
{
private:

    // the descriptive parameters of the sprite
    static const uint8_t FRAME_WIDTH;
    static const uint8_t FRAME_HEIGHT;
    static const uint16_t TRANSPARENT_COLOR;
    // the pixel map obtained with the transcoding tool
    static const uint16_t BITMAP[16];

    // the coordinates of each part of the background, which are constants
    static const uint8_t X_POS=0;
    static const uint8_t Y_POS[16]={0,8,16,24,32,40,48,56,64,72,80,88,96,104,112,120};

public:

    // a destructor must be declared here to avoid potential memory leaks
    ~Background();

    // the famous method of fulfilling the `Renderable` contract
    void draw(uint8_t sliceY, uint8_t sliceHeight, uint16_t* buffer) override;

};

#endif


Et du coup je mets ça dans Background.cpp  pour chacune des BITMAP de 1 à 16 ?

#include <Gamebuino-Meta.h>

#include "Background.h"

#include "constants.h"

// we copy the descriptive parameters of our sprite
const uint8_t Background::FRAME_WIDTH = 160;
const uint8_t Background::FRAME_HEIGHT = 128;
const uint16_t Background::TRANSPARENT_COLOR = 0xffff;
const uint8_t Background::X_POS = 0;
const uint8_t Background::Y_POS = 0;

const uint16_t Background::BITMAP[1] = {
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xbef7, 0xbef7, 0xdfff, 0xdfff, 0xdfff, 0xbef7, 0xbef7,
  0xbef7, 0xbef7, 0xffff, 0xdfff, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xdfff, 0xbef7, 0xbef7, 0xffff,
  0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7,
  0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xffff, 0xbef7, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7,
  0xbef7, 0xbef7, 0xbef7, 0xdfff, 0xbef7, 0xdfff, 0xbef7, 0xdfff, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7,
  0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xdfff, 0xdfff, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7,
  0xbef7, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0x7def, 0x5def, 0x5def, 0x5def, 0xbef7, 0xdfff, 0xffff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0x0000, 0x0000, 0x0000, 0x0000, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0x0000, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000,
  0x0000, 0xbef7, 0xdfff, 0xbef7, 0xbef7, 0xbef7, 0x0000, 0xdfff, 0xbef7, 0xbef7, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0xbef7,
  0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0xdfff, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000,
  0x0000, 0x0000, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0x8631, 0x0000, 0x0000, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0x0000,
  0x0000, 0x0000, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0xbef7, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0x0000,
  0x0000, 0xdfff, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0xffff, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xbef7,
  0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0xdfff, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x9ef7, 0x0000, 0x0000, 0x0000,
  0x0000, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0x0000, 0x0000,
  0xbef7, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0xbef7, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000,
  0xdfff, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0xbef7, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000,
  0x0000, 0xbef7, 0x0000, 0x0000, 0xdfff, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xbef7, 0xdfff, 0xbef7, 0x0000, 0x0000,
  0xbef7, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xbef7, 0xbef7, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0x0000, 0x0000, 0xbef7,
  0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xdfff, 0x0000, 0x0000, 0xdfff,
  0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xbef7, 0xdfff, 0xbef7, 0xbef7, 0x0000, 0x0000,
  0x0000, 0x0000, 0x0000, 0xdfff, 0x0000, 0x0000, 0xbef7, 0xdfff, 0x0000, 0x0000, 0xbef7, 0xdfff, 0xbef7, 0x0000, 0x0000, 0xbef7,
  0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0x0000, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0x0000, 0x0000, 0x0000, 0x0000,
  0x0000, 0xbef7, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000, 0x0000, 0xbef7, 0xdfff, 0xbef7,
  0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xdfff, 0xdfff, 0xbef7, 0xbef7, 0x0000, 0x0000, 0x0000,
  0x0000, 0x0000, 0xdfff, 0x0000, 0x0000, 0xdfff, 0xbef7, 0x0000, 0x0000, 0x9ef7, 0xdfff, 0xbef7, 0x0000, 0x0000, 0xbef7, 0xbef7,
  0xbef7, 0x0000, 0x0000, 0x0000, 0x0000, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0x0000, 0x0000, 0x0000, 0x0000, 0xbef7,
  0xbef7, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xdfff, 0xbef7, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xdfff, 0xbef7, 0x0000,
  0x0000, 0x0000, 0x0000, 0x0000, 0xbef7, 0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000, 0x0000, 0xbef7, 0x0000,
  0x0000, 0xdfff, 0x0000, 0x0000, 0xdfff, 0xbef7, 0x0000, 0x0000, 0xffff, 0xdfff, 0xbef7, 0x0000, 0x0000, 0xbef7, 0xdfff, 0xbef7,
  0x0000, 0x0000, 0x9ef7, 0xbef7, 0xdfff, 0xffff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff,
  0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff, 0xdfff};

// a destructor must be defined here to
// avoid potential memory leaks
Background::~Background() {
    // he's not doing anything special here,
    // but it's important to think about it!
}

// and we define the method of calculating the rendering of the ball
void Background::draw(uint8_t sliceY, uint8_t sliceHeight, uint16_t* buffer) {
    // the portion of the sprite which is located within
    // the current slice is determined along the Y axis
    int8_t startIndex = Y_POS <= sliceY ? 0 : Y_POS - sliceY;
    int8_t endIndex = Y_POS + FRAME_HEIGHT >= sliceY + sliceHeight ? sliceHeight - 1 : Y_POS + FRAME_HEIGHT - sliceY - 1;
    // we prepare a variable that will receive in turn the color codes
    // of each of the pixels that make up the sprite (in the current slice)
    uint16_t value;
    // coordinates of the processed pixel
    uint8_t x,y;
    // now we go through the portion of the sprite that is in the slice
    // along the Y axis...
    for (y = startIndex; y <= endIndex; y++) {
        // and the X axis
        for (x = X_POS; x < X_POS + FRAME_WIDTH; x++) {
            // we will pick the color of the corresponding pixel
            value = BITMAP[x - X_POS + (y + sliceY - Y_POS) * FRAME_WIDTH];
            // and if it is not the transparent color
            if (value != TRANSPARENT_COLOR) {
                // we copy it into the buffer
                buffer[x + y * SCREEN_WIDTH] = value;
            }
        }
    }
}


Si ce n'est pas comme ça ou s'il y a des erreurs, je prends les conseils / corrections avant d'implmenter les 16 images