void Begin();

Installs and starts the Gamekit library.

void set_pixel(row, column, value);

Places a “pixel” (illuminated LED) on the display in row 0 to 4 and column 0 to 6.

The last value is assigning a brightness from 0 to 15 to this dot. Higher values causes the dot to blink in different ways.

uint8_t get_pixel(row, column);

Reads the brightness/blink value of a pixel in row 0 to 4 and column 0 to 6.

void load_image(name);

Loads a “image” named “name” on to the display, which must be defined before. Have a look into the “load_image” example to find out, how to deal with that.

void load_map( (uint8_t *) name, pictureColumns, pictureRows, columnOffset, rowsOffset);

Loads a cutting of a bigger picture named “name” onto the display. With pictureColumns and pictureRows the size of the whol picture must be initialized. Use the last two values to move the visible part of the picture, with columnOffset und rowsOffset. (See also „load_map“ example)

void assign_pixelfunction(uint8_t, uint8_t(*)(uint8_t, uint8_t, uint32_t));

Advanced programmers can write there own pixel function and assign it to a value, which must be bigger then 15.

uint32_t get_systemcounter();

Reads the system counter, which is increased by one, when the display is redrawn.

uint8_t get_buttons();

Reads all buttons at once.

boolean button_pressed(button);

Chrecks if a key “button” is pressed.

The constants for the buttons:

butt_UP, butt_DOWN, butt_LEFT, butt_RIGHT, butt_FUNCA, butt_FUNCB

void wait_button_pressed(button);

Wait untill the key “button” is pressed.

void wait_button_released(button);

Wait untill the key “button” is released.

void set_button_timing(first, common);

If a button is pressed and hold down it can trigger more the one event. The interval time of this very useful automatic function can be set with this function. The fist value set the timing for the start of the interval and the second vale sets the timing of the interval. “See also “button” example.)

void play_tone(frequenz, duration, volume);

Plays a sound in the ton hight of “frequenz” over a time of “duration” in milliseconds. The volume can be set with the two constants “LOUD” and “SILENT”.

void play_melody(name);

Play the melodie named “name”. How to initialize a melodie is explaned in the „play_melody“ example.

uint16_t get_current_melody_event();

Checks what the “play_melody” function is currently playing.

void set_current_melody_event(nummer);

Jump inside the melody to melody event “number”.

© olaf val, 2019