Match 3 game demo'ing the PicoSystem 32blit libraries
MIT License
A Match 3 game to demo how to build games for the Pimoroni PicoSystem.
The how's and why's of the code are being documented in the picosystem-demo Wiki, which should help provide some info on the 32blit SDK and how it is used to build the game.
Krita was used to create pixel art for all assets.
Maps are generated using Tiled.
This demo was created with macOS 11.6 (Big Sur), and most of these instructions will work with Linux or WSL (Windows Subsystem for Linux) equivalents.
You'll need a compiler and a few other dependencies to get started building C++ for PicoSystem. With macOS that will include installing xcode (even if you don't plan on using xcode). After that the process will be:
xcode-select --install
brew install cmake
pip3 install 32blit
~/.zprofile
and add export PATH="$PATH:/System/Volumes/Data/Applications/ARM/bin"
at the end for the default install.git submodule update --init
git submodule update --init
git submodule update --init
/opt
(again, I'm a fan of system-wide installs)To test on your local machine before copying to the PicoSystem, build an SDL port of your app with:
mkdir build.sdl
cd build.sdl
cmake ..
make
In macOS you can launch the app from the commandline with:
open PicoSystem\ Demo.app
If you've got local copies of the Pico SDK, Pico Extras and 32blit SDK alongside your project, then you can configure and build your .uf2 like so:
mkdir build.pico
cd build.pico
cmake .. -D32BLIT_DIR=/opt/32blit-sdk -DPICO_SDK_PATH=/opt/pico-sdk -DCMAKE_TOOLCHAIN_FILE=/opt/32blit-sdk/pico.toolchain -DPICO_BOARD=pimoroni_picosystem
make
Connect your PicoSystem to your computer using a USB Type-C cable.
From a power-off state, hold down X (the top face button) and press Power (the button at the top left, next to the USB Type-C port).
Your PicoSystem should mount as "RPI-RP2". On macOS this might be /Volumes/RPI-RP2
:
cp demo.app.uf2 /Volumes/RPI-RP2
The file should copy over, and your PicoSystem should automatically reboot into your game.