Beispiel #1
0
void win() {
	fillPalette(startScreen_palette, 0, STARTSCREEN_PALETTE_SIZE);
	drawImage4(0, 0, 240, 160, start);
	drawString4(90, 130, "YOU WIN!", PALETTE[2]);
	drawString4(60, 145, "PRESS <START> TO RESTART", PALETTE[2]);
	state = 2;
}
Beispiel #2
0
void lose() {
	fillPalette(gameOverScreen_palette, 0, GAMEOVERSCREEN_PALETTE_SIZE);
	drawImage4(0, 0, 240, 160, gameOver);
	drawString4(90, 130, "TRY AGAIN?", PALETTE[2]);
	drawString4(60, 145, "PRESS <START> TO RESTART", PALETTE[2]);
	state = 2;
}
Beispiel #3
0
static void drawCars() {
	for (int i = 0; i < numOfCars; i++) {
		if (cars[i].x + 30 <= 10) {
			cars[i].x = 220;
		}
		cars[i].x -= cars[i].dx;
		drawImage4(cars[i].x, cars[i].y, 16, 10, cars[i].img);
	}
}
Beispiel #4
0
static void drawTrucks() {
	for (int i = 0; i < numOfTrucks; i++) {
		if (trucks[i].x >= 230) {
			trucks[i].x = 0;
		}
		trucks[i].x += trucks[i].dx;
		drawImage4(trucks[i].x, trucks[i].y, 128, 16, trucks[i].img);
	}
}
Beispiel #5
0
static void drawWoods() {
	for (int i = 0; i < numOfWoods; i++) {
		if (woods[i].x + 30 <= 10) {
			woods[i].x = 220;
		}
		woods[i].x -= woods[i].dx;
		drawImage4(woods[i].x, woods[i].y, 42, 12, woods[i].img);
	}
}
Beispiel #6
0
static void drawCrocodiles() {
	for (int i = 0; i < numOfCrocodiles; i++) {
		if (crocodiles[i].x >= 230) {
			crocodiles[i].x = 0;
		}
		crocodiles[i].x += crocodiles[i].dx;
		drawImage4(crocodiles[i].x, crocodiles[i].y, 46, 16, crocodiles[i].img);
	}
}
Beispiel #7
0
int main()
{
	REG_DISPCTL = MODE4 | BG2_ENABLE | BUFFER1FLAG;
	loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);

	int state = BEGIN;
	while(1)
	{
		switch(state)
		{
			case BEGIN:
				// loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);
				drawImage4(0, 0, 240, 160, (u16*)screen);
				waitForVblank();
				FlipPage();
				while(!KEY_DOWN_NOW(BUTTON_START));
				state = GAME;
				break;
			case GAME:
				state = play();
				break;
			case WIN:
				loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);
				drawImage4(0, 0, 240, 160, (u16*)win);
				drawString4(5, 8, "Press Select", PALETTE[0]);
				waitForVblank();
				FlipPage();
					while(!KEY_DOWN_NOW(BUTTON_SELECT));
				state = BEGIN;
				break;
			case LOSE:
				// loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);
				drawImage4(0, 0, 240, 160, (u16*)die);
				waitForVblank();
				FlipPage();
				while(!KEY_DOWN_NOW(BUTTON_SELECT));
				state = BEGIN;
				break;
			default:
				break;
		}
	}
	return 0;
}
Beispiel #8
0
int main() {
    REG_DISPCNT = BG2_EN | MODE_4;
    int state = SPLASH;


    //CURSOR STUFF
    user.row              = 80;
    user.col              = 120;
    user.oldRow           = user.row;
    user.oldCol           = user.col;
    user.oldoldRow        = user.row;
    user.oldoldCol        = user.col;
    user.pixelState       = deadYes;
    user.oldPixelState    = deadNo;
    user.oldoldPixelState = deadNo;

    while(1) {
        switch(state) {
        case SPLASH:
            FlipPage();
            setPalette(titleScreen_palette);
            drawImage4(0,0,240,160,titleScreen);
            FlipPage();
            PALETTE[0] = deadNo;
            drawRect4(0,0,160,240,0);
            while(!KEY_DOWN_NOW(BUTTON_START));
            while(KEY_DOWN_NOW(BUTTON_START));
            FlipPage();
            PALETTE[0] = deadNo;
            drawRect4(0,0,160,240,0);
            state = EDIT;
            break;

        case EDIT:
            editableBy(user);
            state = SIMULATE;
            break;

        case SIMULATE:
            simulating();
            state = EDIT;
            break;
        }
    }
    return 0;
}
Beispiel #9
0
int main()
{
    //create obj
    //X
    megaman megamanX;
    megamanX.r = 62;
    megamanX.c = 30;
    megamanX.mapX = megamanX.c;
    megamanX.mapY = megamanX.r;
    megamanX.inAir = 0;
    megamanX.lives = 20;
    //blast
    Blast blast;;
    blast.r = 0;
    blast.c = megamanX.c;
    blast.fired = 0;
    blast.speed = 8;
    //drlight
    Drlight drlight;
    drlight.r = 0;
    drlight.c = 0;
    //minion
    Minion minion;
    minion.r = 0;
    minion.c = 0;
    minion.lives = 5;
    //turret
    Turret turret;
    turret.r = 0;
    turret.c = 0;
    turret.lives = 10;
    //bullet
    Bullet bullet;
    bullet.r = 0;
    bullet.c = 0;

    //worldMap ground set up
    WorldMap worldmap[1688];
    for(int x=0; x<535; x++) {
        worldmap[x].y = 94;
    }
    for(int x=545; x<905; x++) {
        worldmap[x].y = 74;
    }
    for(int x=921; x<1688; x++) {
        worldmap[x].y = 84;
    }

// 	1. Set up REG_DISPCNT
// Enable objects (sprites) (by setting bit 10) and set the sprite dimension type (given to you by nin10kit)
// 2. Copy the palette given to into the sprite palette (SPRITEPAL)
// 3 Copy the sprite tile graphics to character block 5
// 4. For each of the 128 sprites set its attribute 0 to hide them (ATTR0_HIDE)
// 5. When you want to use a sprite pick a OamEntry.
// a. Modify its attribute 0 with its x and or this with the palette type (from nin10kit) and shape (nin10kit)
// b. Modify its attribute 1 with its y and size (nin10kit)
// c. Modify its attribute 2 with the sprite id (nin10kit)
    REG_DISPCTL = MODE4 | BG2_ENABLE | OBJ_ENABLE | X_DIMENSION_TYPE;

    DMA[3].src = X_palette;
    DMA[3].dst = SPRITEPAL;
    DMA[3].cnt = DMA_ON | X_PALETTE_SIZE;

    DMA[3].src = X;
    DMA[3].dst = SPRITEDATA;
    DMA[3].cnt = DMA_ON | X_SIZE;
    //copy
    OamEntry shadow[128];
    //make all sprites transparent
    for(int i=0; i<128; i++) {
        shadow[i].attr0 = ATTR0_HIDE;
    }

    //helper
    //((SPRITEMEM[0].attr0 &~ 0x00FF)|(20))
    //((SPRITEMEM[1].attr0 &~ 0x01FF)|(0))
    int state=0;
    int hold=0;
    while(1) {
        if(gameState==0) {
            DMA[3].src = title_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | TITLE_PALETTE_SIZE;
            stage_stop();
            megaman_play();
        }
        while(gameState==0) {
            drawImage4(0,0,240,160,title);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START)) {
                gameState=1;
                megaman_stop();
                break;
            }
            waitForVblank();
            flipPage();
        }

        if(gameState==1) {
            //setup stage palette
            DMA[3].src = stage_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | STAGE_PALETTE_SIZE;

            //music
            stage_play();
        }
        while(gameState==1) {

            if(KEY_DOWN_NOW(BUTTON_SELECT)) {
                for(int i=0; i<128; i++) {
                    shadow[i].attr0 = ATTR0_HIDE;
                }
                hurting=0;
                minionSpawn=0;
                turretSpawn=0;
                turretFired=0;
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=0;
            }
            //conversation
            if(started==0) {
                drawStage(30,STAGE_WIDTH,STAGE_HEIGHT,stage);
                switch (state) {
                case 0:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer[50];
                    sprintf(buffer, "X:");
                    drawString4(105,5,buffer,0);
                    sprintf(buffer, "What happened here?");
                    drawString4(120,5,buffer,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=1;
                        hold=1;
                    }
                    break;
                case 1:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer2[50];
                    sprintf(buffer2, "X:");
                    drawString4(105,5,buffer2,0);
                    sprintf(buffer2, "The highway is destroyed!");
                    drawString4(120,5,buffer2,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=2;
                        hold=1;
                    }
                    break;
                case 2:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer3[50];
                    sprintf(buffer3, "X:");
                    drawString4(105,5,buffer3,0);
                    sprintf(buffer3, "I need to turn in my CS2110 homework!");
                    drawString4(120,5,buffer3,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=3;
                        hold=1;
                    }
                    break;
                case 3:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer4[50];
                    sprintf(buffer4, "Press Right to walk, Up to jump,");
                    drawString4(105,5,buffer4,0);
                    char buffer5[50];
                    sprintf(buffer5, "B to dash, A to fire.");
                    drawString4(120,5,buffer5,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        started=1;
                        state=0;
                        hold=1;
                    }
                    break;
                }
                if(!KEY_DOWN_NOW(BUTTON_A)) {
                    hold=0;
                }
            }
            //teleports
            if(started==1) {
                drawStage(30,STAGE_WIDTH,STAGE_HEIGHT,stage);
                if(telCount<80) {
                    drawRect4(telCount,megamanX.c-1+14,30,6,149);
                    drawRect4(telCount+1,megamanX.c+14,26,2,0);
                    telCount+=8;
                }
                else if(telCount>=80 && telCount<=120) {
                    shadow[2].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[2].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[2].attr2 = CHARGES_ID;
                    telCount+=8;
                }
                else {
                    shadow[2].attr0 = ATTR0_HIDE;
                    //draw megaman
                    shadow[0].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[0].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[0].attr2 = X_ID;
                    started=2;
                    telCount=0;
                }
            }
            //in Game
            if(started==2) {
                //update background
                moveScreen(megamanX.mapX);
                //status check
                if(!borderCheck(megamanX.r, megamanX.c)) {
                    megamanX.lives-=1;
                    hurting=1;
                }
                if(!checkHealth(&megamanX)) {
                    //need delay here
                    // for(int i=0; i<160;i++) {
                    // 	hurt(&megamanX, shadow);
                    // }
                    for(int i=0; i<128; i++) {
                        shadow[i].attr0 = ATTR0_HIDE;
                    }
                    refreshBlast(&megamanX, &blast, shadow, 1);
                    hurting=0;
                    minionSpawn=0;
                    turretSpawn=0;
                    turretFired=0;
                    started=0;
                    gameState=3;
                }

                //buttons
                if(KEY_DOWN_NOW(BUTTON_A) && hurting==0) {
                    if(charge<102)
                        charge++;
                    if(charge>20) {
                        drawCharges(&megamanX, shadow);
                    }
                }
                if(!KEY_DOWN_NOW(BUTTON_A) && charge<=20 && charge>0 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 0;
                }
                else if(!KEY_DOWN_NOW(BUTTON_A) && charge<=100 && charge>20 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 1;
                    shadow[2].attr0 = ATTR0_HIDE;
                    chargesDelay = 0;
                }
                else if(!KEY_DOWN_NOW(BUTTON_A) && charge<=102 && charge>100 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 2;
                    shadow[2].attr0 = ATTR0_HIDE;
                    chargesDelay = 0;
                }
                if((KEY_DOWN_NOW(BUTTON_B) || (KEY_DOWN_NOW(BUTTON_B) && KEY_DOWN_NOW(BUTTON_RIGHT)))
                        && stopMove==0 && hurting==0) {
                    dash(&megamanX, shadow);
                    moving = 2;
                }
                if(KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        !KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_B) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    dashCounter = 0;
                    megamanX.mapX++;
                    walk(&megamanX, shadow);
                    moving = 1;
                }
                if(KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        !KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_B) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    dashCounter = 0;
                    if(megamanX.mapX-25>0)
                        megamanX.mapX--;
                    walk(&megamanX, shadow);
                    moving = -1;
                }
                if(KEY_DOWN_NOW(BUTTON_RIGHT) && KEY_DOWN_NOW(BUTTON_UP)
                        && megamanX.inAir==0 && hurting==0) {
                    megamanX.inAir = 1;
                    jumpForward = 1;
                    moving = 1;
                }
                if(KEY_DOWN_NOW(BUTTON_UP) && megamanX.inAir==0 && hurting==0) {
                    megamanX.inAir = 1;
                    moving = 0;
                }
                //default position
                if(!KEY_DOWN_NOW(BUTTON_START) && !KEY_DOWN_NOW(BUTTON_SELECT) &&
                        !KEY_DOWN_NOW(BUTTON_B) &&
                        !KEY_DOWN_NOW(BUTTON_R) && !KEY_DOWN_NOW(BUTTON_L) &&
                        !KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_RIGHT) &&
                        !KEY_DOWN_NOW(BUTTON_DOWN) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    jumpCounter = 0;
                    dashCounter = 0;
                    shadow[0].attr2 = X_ID;
                    moving = 0;
                }
                //draw blast
                drawBlast(&blast, &megamanX, shadow);
                //gap check when walking
                if(((megamanX.mapX>=535 && megamanX.mapX<=545)
                        || (megamanX.mapX>=905 && megamanX.mapX<=921))) {
                    if(megamanX.inAir==0) {
                        megamanX.inAir=1;
                        falling=1;
                        jumpCounter=4;
                    }
                }
                if(megamanX.inAir==1) {
                    jump(&megamanX, shadow);
                }
                if(falling==1) {
                    groundCheck(&megamanX, worldmap);
                }
                geoCheck(&megamanX);

                drawLives(&megamanX);
                //restore
                if(hurtTime<=0) {
                    restore(shadow);
                }

                blastCollision(&megamanX, &blast, &minion, &turret,shadow);
                if(explosionDelay==0) {
                    shadow[2].attr0 = ATTR0_HIDE;
                    explosionDelay=12;
                }
                else {
                    explosionDelay--;
                }

                //player collision
                if(hurting==0) {
                    playerCollision(&megamanX, &minion, &turret, &bullet, shadow);
                }
                //check hurt is second priority
                if(hurting==1) {
                    hurt(&megamanX, shadow);
                }

                // for testing
                // char string[50];
                // char string2[50];
                // sprintf(string, "world x: %d, y: %d", megamanX.mapX, worldmap[megamanX.mapX].y-32);
                // sprintf(string2, "I am x: %d, y: %d", megamanX.mapX, megamanX.r);
                // drawString4(10,0,string,5);
                // drawString4(20,0,string2,5);

                //Enemy
                if(((megamanX.mapX>=50 && megamanX.mapX<=250) || (megamanX.mapX>=922 && megamanX.mapX<=1122)
                        || (megamanX.mapX>=1200 && megamanX.mapX<=1300)) && minionSpawn==0) {	//more condition here to spawn in area
                    minionSpawn = 1;
                    minion.lives=5;
                    minion.c = megamanX.mapX%240+240;
                    if(megamanX.mapX>=50 && megamanX.mapX<=250) {
                        minion.r = 67;	//it's short
                    }
                    else {
                        minion.r = 57;
                    }
                }
                if(minionSpawn==1) {
                    drawMinion(&minion, shadow);
                    if(!borderCheck(minion.r,minion.c)) {
                        minionSpawn=0;
                        shadow[3].attr0 = ATTR0_HIDE;
                    }
                    if(moving!=0 && hurting==0) {
                        minion.c-=moving;
                    }
                }
                //turret
                if(((megamanX.mapX>=300 && megamanX.mapX<=650)
                        || (megamanX.mapX>=950 && megamanX.mapX<=1050)) && turretSpawn==0) {
                    turretSpawn = 1;
                    turret.lives = 10;
                    turret.c = megamanX.mapX%240+240;
                    if(megamanX.mapX>=300 && megamanX.mapX<=650) {
                        turret.r = 36;	//it's short
                    }
                    else {
                        turret.r = 46;
                    }
                }

                if(turretSpawn==1) {
                    drawTurret(&turret, shadow);
                    if(!borderCheck(turret.r,turret.c)) {
                        turretSpawn=0;
                        shadow[4].attr0 = ATTR0_HIDE;
                    }
                    else if(turretFired==0) {
                        bullet.c = turret.c-10;
                        if(megamanX.mapX>=300 && megamanX.mapX<=650) {
                            bullet.r = 45;	//it's short
                        }
                        else {
                            bullet.r = 55;
                        }
                    }
                    if(moving!=0 && hurting==0) {
                        bullet.c-=moving;
                    }

                }
                //fire
                if(turretFired==1) {
                    bulletAnimate(&bullet, shadow);
                }
                if(!borderCheck(bullet.r,bullet.c)) {
                    turretFired=0;
                    shadow[5].attr0 = ATTR0_HIDE;
                }
                else if(turretSpawn==1) {
                    if(bulletDelay<=0) {
                        turretFired=1;
                        bulletDelay=100;
                    }
                    else {
                        bulletDelay--;
                    }
                }
                if(moving!=0 && hurting==0) {
                    turret.c-=moving;
                }


                //spawn drlight when reach end
                if(megamanX.mapX>=STAGE_WIDTH-270) {	//more condition here to spawn in area
                    started=3;
                }
            }

            if(started==3) {
                for(int i=0; i<128; i++) {
                    shadow[i].attr0 = ATTR0_HIDE;
                }
                drawStage(STAGE_WIDTH-270,STAGE_WIDTH,STAGE_HEIGHT,stage);
                shadow[0].attr0 = 52 | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                shadow[0].attr1 = 30 | X_SPRITE_SIZE;
                shadow[0].attr2 = X_ID;
                drlight.c = megamanX.c+160;
                drlight.r = megamanX.r;
                shadow[6].attr0 = drlight.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                shadow[6].attr1 = drlight.c | X_SPRITE_SIZE;
                shadow[6].attr2 = DRLIGHT_ID;
                switch (state) {
                case 0:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer[50];
                    sprintf(buffer, "X:");
                    drawString4(105,5,buffer,0);
                    sprintf(buffer, "Professor!");
                    drawString4(120,5,buffer,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=1;
                        hold=1;
                    }
                    break;
                case 1:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer2[50];
                    sprintf(buffer2, "Professor Light:");
                    drawString4(105,5,buffer2,0);
                    sprintf(buffer2, "Finally, you have come.");
                    drawString4(120,5,buffer2,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=2;
                        hold=1;
                    }
                    break;
                case 2:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer3[50];
                    sprintf(buffer3, "X:");
                    drawString4(105,5,buffer3,0);
                    sprintf(buffer3, "Here's my assignment");
                    drawString4(120,5,buffer3,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=3;
                        hold=1;
                    }
                    break;
                case 3:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer4[50];
                    sprintf(buffer4, "Professor Light:");
                    drawString4(105,5,buffer4,0);
                    char buffer5[50];
                    sprintf(buffer5, "Goodjob X.");
                    drawString4(120,5,buffer5,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        started=4;
                        state=0;
                        hold=1;
                        break;
                    }
                    break;
                }
                if(!KEY_DOWN_NOW(BUTTON_A)) {
                    hold=0;
                }
            }

            if(started==4) {
                drawStage(STAGE_WIDTH-270,STAGE_WIDTH,STAGE_HEIGHT,stage);
                if(telCount<40) {
                    //hide megaman
                    shadow[0].attr0 = ATTR0_HIDE;
                    shadow[2].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[2].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[2].attr2 = CHARGES_ID;
                    telCount+=8;
                }
                else if(telCount>=40 && telCount<=120) {
                    shadow[2].attr0 = ATTR0_HIDE;
                    drawRect4(121-telCount,megamanX.c-1+14,30,6,149);
                    drawRect4(121-telCount+1,megamanX.c+14,26,2,0);
                    telCount+=8;
                }
                else {
                    for(int i=0; i<128; i++) {
                        shadow[i].attr0 = ATTR0_HIDE;
                    }
                    megamanX.r = 62;
                    megamanX.c = 30;
                    megamanX.mapX = megamanX.c;
                    megamanX.mapY = megamanX.r;
                    megamanX.inAir = 0;
                    megamanX.lives = 20;
                    started=0;
                    telCount=0;
                    gameState=2;
                }
            }

            waitForVblank();
            flipPage();
            //update spritememory
            DMA[3].src = shadow;
            DMA[3].dst = SPRITEMEM;
            DMA[3].cnt = 128 * 4 | DMA_ON;
        }

        if(gameState==2) {
            stage_stop();
            DMA[3].src = win_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | WIN_PALETTE_SIZE;
        }
        while(gameState==2) {
            drawImage4(0,0,240,160,win);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START) || KEY_DOWN_NOW(BUTTON_SELECT)) {
                gameState=0;
                break;
            }
            waitForVblank();
            flipPage();
        }

        if(gameState==3) {
            stage_stop();
            DMA[3].src = lost_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | LOST_PALETTE_SIZE;
        }
        while(gameState==3) {
            drawImage4(0,0,240,160,lost);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START)) {
                hurting=0;
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=1;
                break;
            }
            if(KEY_DOWN_NOW(BUTTON_SELECT)) {
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=0;
                break;
            }
            waitForVblank();
            flipPage();
        }
    }
}
Beispiel #10
0
static void drawFrog() {
	drawImage4(frog.x, frog.y, 14, 14, prevImg);
	if (KEY_DOWN_NOW(KEY_LEFT)) {
		frog.x -= frog.dx;
		drawImage4(frog.x, frog.y, 14, 14, frog.imgL1);
		drawImage4(frog.x, frog.y, 14, 14, frog.imgL2);
		drawImage4(frog.x, frog.y, 14, 14, frog.imgL3);
		prevImg = frog.imgL1;
	} else if (KEY_DOWN_NOW(KEY_RIGHT)) {
		frog.x += frog.dx;
		drawImage4(frog.x, frog.y, 14, 14, frog.imgR1);
		drawImage4(frog.x, frog.y, 14, 14, frog.imgR2);
		drawImage4(frog.x, frog.y, 14, 14, frog.imgR3);
		prevImg = frog.imgR1;
	} else if (KEY_DOWN_NOW(KEY_UP)) {
		frog.y -= frog.dy;
		drawImage4(frog.x, frog.y, 14, 14, frog.imgU1);
		drawImage4(frog.x, frog.y, 14, 14, frog.imgU2);
		drawImage4(frog.x, frog.y, 14, 14, frog.imgU3);
		prevImg = frog.imgU1;
	} else if (KEY_DOWN_NOW(KEY_DOWN)) {
		frog.y += frog.dy;
		drawImage4(frog.x, frog.y, 14, 14, frog.imgD1);
		drawImage4(frog.x, frog.y, 14, 14, frog.imgD2);
		drawImage4(frog.x, frog.y, 14, 14, frog.imgD3);
		prevImg = frog.imgD1;
	}
}	
Beispiel #11
0
int play()
{
	int score = 0;
	int speed = 1;
	int life = 1;
	int timer = 10;
	int pT = 0;
	char lifes[15];
	char scores[15];

	BIRD bird;
	bird.r = 70;
	bird.c = BIRD_C;

	// loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);
	drawImage4(0, 0, 240, 160, (u16*)background);
	FlipPage();
	drawImage4(0, 0, 240, 160, (u16*)background);

	PIPE pp[4];
	for(int i = 0; i < 4; i++)
	{
		pp[i].r = 10;
		pp[i].c = 219 - i*60;
		pp[i].hole = 25 + rand() / (RAND_MAX / (145 - HOLE_L - 25 + 1) + 1);
		pp[i].on = 0;

		if(i == 0)
		{
			pp[i].on = 1;
		}
	}

	int frame = 0;
	while(1)
	{
		if(KEY_DOWN_NOW(BUTTON_SELECT))
		{
			return 0;
		}

		if(KEY_DOWN_NOW(BUTTON_A))
		{
			speed = -5;
		}

		if(timer == 0)
		{
			bird.r += speed;
			speed++;
			timer = 3;
		}
		timer--;
		if(pT == 0)
		{
			pp[0].on = 1;
		}
		else
		{
			pT--;
		}
		if(bird.r < 10)
		{
			bird.r = 10;
		}
		if(bird.r > 149)
		{			
			life--;
			if (life < 0) 
			{
				return LOSE;
			}
			bird.r = 70;
			speed = 1;
			timer = 2;
		}

		for(int i = 1; i < 4; i++)
		{
			if(pp[0].c < 220 - i*60 && !pp[i].on)
			{
				pp[i].c = 219;
				pp[i].on = 1;
			}
		}

		for(int i = 0; i < 4; i++)
		{
			if(pp[i].on)
			{
				pp[i].c -= 1;
				if(bird.c == (pp[i].c + PIPE_W / 2) && pp[i].on)
				{
					score++;
					if(score == 5)
					{
						return WIN;
					}
				}
				if(pp[i].c < 0)
				{
					pp[i].c = 219;
					pp[i].hole = 25 + rand() / (RAND_MAX / (145 - HOLE_L - 25 + 1) + 1);
					pT = 20;
					pp[i].on = 0;
				}
				//collision
				if(bird.c + 14 > pp[i].c && bird.c < pp[i].c + 20 && ((bird.r < pp[i].hole) | (bird.r + 10 > pp[i].hole + HOLE_L)) && pp[i].on)
				{
					life--;
					if (life < 0)
					{
						return LOSE;		
					}
					bird.r = pp[i].hole + 2;
					speed = 1;
					timer = 2;
				}
			}
		}

		drawImage4(0, 0, 240, 160, (u16*)background);
		delay(3);


		//draw pipe
		for(int i = 0; i < 4; i++)
		{
			if(pp[i].on)
			{
				drawPipe(pp[i].r, pp[i].c, pp[i].hole, (u16*)pipes);
			}
		}

		//draw bird
		if(frame % 9 == 0)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy0);
		}
		else if(frame % 9 == 1)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy1);
		}
		else if(frame % 9 == 2)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy2);
		}
		else if(frame % 9 == 3)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy3);
		}
		else if(frame % 9 == 4)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy4);
		}
		else if(frame % 9 == 5)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy5);
		}
		else if(frame % 9 == 6)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy6);
		}
		else if(frame % 9 == 7)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy7);
		}
		else
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy8);
		}
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy0);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy1);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy2);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy3);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy4);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy5);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy6);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy7);
		sprintf(lifes, "Life: %d", life);
		drawString4(0, 10, lifes, PALETTE[0]);
		sprintf(scores, "Score: %d", score);
		drawString4(0, 170, scores, PALETTE[0]);
		waitForVblank();
		frame++;
		FlipPage();
	}
	return 1;
}
Beispiel #12
0
static void drawBG() {
	fillScreen4(200);
	drawImage4(10, 10, 220, 140, frogBG);
}
Beispiel #13
0
int main(void) {


	for (int i = 0; i < SCREEN_PALETTE_SIZE; i++) {
		PALETTE[i] = screen_palette[i];
	}

	for (int j = 129; j < PLAYSCREEN_PALETTE_SIZE; j++) {
		PALETTE[j] = playscreen_palette[j];
	}

	REG_DISPCTL = MODE4 | BG2_ENABLE ;

	int state = START;

	while(1) {
		switch(state) {

			case START:
				setPalette(screen_palette, SCREEN_PALETTE_SIZE);
				drawImage4(0, 0, HOMESCREEN_WIDTH, HOMESCREEN_HEIGHT, homescreen);
				// drawString4(90, 100, "HELLO!", PALETTE[100]);
				life = 3;

				frog.x = 146;
				frog.y = 120;
				redcar1.x = 127;
				redcar1.y = 190;
				yellowcar1.x = 108;
				yellowcar1.y = 60;
				bluecar1.x = 90;
				bluecar1.y = 140;
				flower1.x = 60;
				flower1.y = 0;
				tree1.x = 46;
				tree1.y = 150;
				flower2.x = 32;
				flower2.y = 60;
				tree2.x = 18;
				tree2.y = 210;


				if(KEY_DOWN_NOW(BUTTON_START)) {
					state = PLAY;
						// for (int i = 0; i < PLAYSCREEN_PALETTE_SIZE; i++) {
						// 	PALETTE[i] = playscreen_palette[i];
						// }
					
					setPalette(playscreen_palette, PLAYSCREEN_PALETTE_SIZE);
					drawImage4(0, 0, BACKGROUND_WIDTH, BACKGROUND_HEIGHT, background);
					//drawImage4(100, 100, FROG1_WIDTH, FROG1_HEIGHT, frog1);
					//drawImage4(30, 30, FLOWER_WIDTH, FLOWER_HEIGHT, flower);
					flipPage();

				}
				break;


			case PLAY:
				state = play();	

				break;

			case GAMEWIN:
				setPalette(screen_palette,SCREEN_PALETTE_SIZE);
				drawImage4(0, 0, WINSCREEN_WIDTH, WINSCREEN_HEIGHT, winscreen);

				if(KEY_DOWN_NOW(BUTTON_SELECT)) {
					state = START;
				}

				break;

			case GAMELOSE:
				setPalette(screen_palette,SCREEN_PALETTE_SIZE);
				drawImage4(0, 0, GAMEOVER_WIDTH, GAMEOVER_HEIGHT, gameover);

				if(KEY_DOWN_NOW(BUTTON_SELECT)) {
					state = START;
				}
				
				break;
		}
		waitForVblank();
		flipPage();
	}

	return(0);
}
Beispiel #14
0
void startGame() {
	fillPalette(startScreen_palette, 0, STARTSCREEN_PALETTE_SIZE);
	drawImage4(0, 0, 240, 160, start);
	drawString4(30, 140, "PRESS <START> TO PLAY", PALETTE[3]);
}
void menuLogic(){
	int stillHere=1;
	usr temp[1];
	temp->r=mouse->r;
	temp->c=mouse->c;
	

	mouse->r=140;
	mouse->c=20;
	drawBoard();
	
	while(stillHere){
		
		if(KEY_DOWN_NOW(BUTTON_SELECT)){
			while(KEY_DOWN_NOW(BUTTON_SELECT));
			toReset=1;
		}
		if(KEY_DOWN_NOW(BUTTON_UP)){
			delay(10);
			//while(KEY_DOWN_NOW(BUTTON_UP))
				if(temp->r>50){
					mouse->r=temp->r;
					mouse->c=temp->c;
					
				}
				else{
					mouse->r=(UpperLeftRow+MAXR*4-5);
					mouse->c=UpperLeftCol-2;
				}
			drawBoard();		
			
			stillHere=0;
			continue;
				
		
		}
		if(KEY_DOWN_NOW(BUTTON_DOWN)){
			delay(10);
			//while(KEY_DOWN_NOW(BUTTON_DOWN))
				if(temp->r<50){
					mouse->r=temp->r;
					mouse->c=temp->c;
				}
				else{
					mouse->r=UpperLeftRow-1;
					mouse->c=UpperLeftCol-2;
				}
			drawBoard();
		
			stillHere=0;
			continue;
		
		}
		if(KEY_DOWN_NOW(BUTTON_RIGHT)){
			delay(10);
			//while(KEY_DOWN_NOW(BUTTON_RIGHT));
			if (mouse->c>=170){
				;
			}
			else{mouse->c+=30;}
			drawBoard();
			
		}
		if(KEY_DOWN_NOW(BUTTON_LEFT)){
			delay(10);
			//while(KEY_DOWN_NOW(BUTTON_LEFT));
			if (mouse->c<39){
				;
			}
			else{mouse->c-=30;}
			drawBoard();
			
		}
		if(KEY_DOWN_NOW(BUTTON_A)){
			while(KEY_DOWN_NOW(BUTTON_A));
			if (mouse->c==20){
				
				int check=1;
				playing=1;
				while(check){
					delay(20);
					nextArray();
					drawBoard();
					if(KEY_DOWN_NOW(BUTTON_A)){
						while(KEY_DOWN_NOW(BUTTON_A));
						check=0;
					}
				}
				playing=0;
				
			}
			if (mouse->c==50){		
				clear();
				drawBoard();
			}		
					
			if (mouse->c==80){
					
				
				clear();
				a[10][15]=1;
				a[10][25]=1;
				a[17][12]=1;
				a[18][13]=1;
				a[19][14]=1;
				a[20][15]=1;
				a[21][16]=1;
				a[22][17]=1;
				a[22][18]=1;
				a[22][19]=1;
				a[22][20]=1;
				a[22][21]=1;
				a[22][22]=1;
				a[22][23]=1;
				a[21][24]=1;
				a[20][25]=1;
				a[19][26]=1;
				a[18][27]=1;
				a[17][28]=1;

				drawBoard();
				
					
				}
			if (mouse->c==110){
				
				clear();
				a[15][20]=1;
				a[12][20]=1;
				a[13][20]=1;
				a[13][19]=1;
				a[13][21]=1;
				a[17][20]=1;
				a[17][19]=1;
				a[17][21]=1;
				a[18][20]=1;
				drawBoard();
					
					
				
			}
			if (mouse->c==140){
				nextArray();
				drawBoard();
			}
			if (mouse->c==170){
				if (mode==NORMAL){
					clear();
					int m;
					int n;
					for(m=0;m<MAXR;m++){
						for(n=0;n<MAXC;n++){
							prevA[m][n]=0;
						}
					}
					mode=NEXT;
					drawImage4(2,5,50,12,nextModeButton);
					drawImage4(140,177,50,12,normalModeButton);
				}
				else {
					mode=NORMAL;
					drawImage4(2,5,50,12,normalModeButton);
					drawImage4(140,177,50,12,nextModeButton);
				}
			}
		}
		
		drawBoard();
	}
	
}
Beispiel #16
0
void drawTitle() {
	setPalette(title_palette, TITLE_PALETTE_SIZE, 0);
	drawImage4(0, 0, TITLE_WIDTH, TITLE_HEIGHT, title);
	while (!KEY_DOWN_NOW(BUTTON_START));
	drawRect4(0, 0, SCREENWIDTH, SCREENHEIGHT, BLACKINDEX);
}
Beispiel #17
0
void drawGhost(int x, int y) {
	drawImage4(x, y, GHOST_WIDTH, GHOST_HEIGHT, ghost);
}
Beispiel #18
0
void drawPacman(int x, int y) {
	drawImage4(x, y, PACMAN_WIDTH, PACMAN_HEIGHT, Pacman);
}
Beispiel #19
0
static int gotHome(int isSafe) {
	if (homeFlags[0] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 10 && frog.x <= 25) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[0] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[0]) {
		drawImage4(18, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[1] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 60 && frog.x <= 70) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[1] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[1]) {
		drawImage4(66, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[2] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 108 && frog.x <= 118) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[2] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[2]) {
		drawImage4(114, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[3] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 155 && frog.x <= 165) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[3] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[3]) {
		drawImage4(160, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[4] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 195 && frog.x <= 210) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[4] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[4]) {
		drawImage4(208, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[0] && homeFlags[1] && homeFlags[2] && homeFlags[3] && homeFlags[4]) {
		win();
	}
	return isSafe;
}
Beispiel #20
0
void drawEnd() {
	setPalette(end_palette, END_PALETTE_SIZE, 0);
	drawImage4(0, 0, END_WIDTH, END_HEIGHT, end);
	while (!KEY_DOWN_NOW(BUTTON_START));
	main();
}
Beispiel #21
0
int play() {

	drawFrog();

	while(1) {

		drawImage4(0, 0, BACKGROUND_WIDTH, BACKGROUND_HEIGHT, background);
		// if(life < 61 && life >= 45) {
		// 	lifeCount = 3;
		// } else if (life < 45 && life >= 30){
		// 	lifeCount = 2;
		// } else if (life < 30 && life > 10) {
		// 	lifeCount = 1;
		// } 
		char str[15];
		drawString4 (4, 8, "Your life: ", PALETTE[11]);
		sprintf (str, "%d", life);

		drawString4 (4, 70, str, PALETTE[11]);


		if(KEY_DOWN_NOW(BUTTON_RIGHT)) {
			frog.y = frog.y + 1;
			
			drawFrog();

			flipPage();


		} else if (KEY_DOWN_NOW(BUTTON_LEFT)) {

			frog.y = frog.y - 1;
			drawFrog();
			flipPage();


		} else if (KEY_DOWN_NOW(BUTTON_UP)) {

			frog.x = frog.x - 1;

			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog1);
			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog2);
			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog3);
			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog4);
			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog1);
			drawFrog();

			flipPage();

		} else if (KEY_DOWN_NOW(BUTTON_DOWN)) {

			frog.x = frog.x + 1;
			drawFrog();
			flipPage();

		} 

		if (KEY_DOWN_NOW(BUTTON_SELECT)) {

			return START;
		}

		waitForVblank();

				if ((frog.x == 0)) {
			return GAMEWIN;
		}
		drawOther();

		
		redcar1.x %= 160;
		yellowcar1.x %= 160;
		bluecar1.x %= 160;
		flower1.x %= 160;
		tree1.x %= 160;
		flower2.x %= 160;
		tree2.x %= 160;


		redcar1.y %= 240;
		yellowcar1.y %= 240;
		bluecar1.y %= 240;
		flower1.y %= 240;
		tree1.y %= 240;
		flower2.y %= 240;
		tree2.y %= 240;;

		if(((((frog.x >= redcar1.x - 7)&&(frog.x <= redcar1.x +7)) && ((frog.y >= redcar1.y-7) && (frog.y <= redcar1.y + 7)))) ||
			((((frog.x >= yellowcar1.x - 7)&&(frog.x <= yellowcar1.x +7)) && ((frog.y >= yellowcar1.y-7) && (frog.y <= yellowcar1.y + 7)))) ||
			((((frog.x >= bluecar1.x - 7)&&(frog.x <= bluecar1.x +7)) && ((frog.y >= bluecar1.y-7) && (frog.y <= bluecar1.y + 7)))) ||
			((((frog.x >= flower1.x - 7)&&(frog.x <= flower1.x +7)) && ((frog.y >= flower1.y-7) && (frog.y <= flower1.y + 7)))) ||
			((((frog.x >= tree1.x - 7)&&(frog.x <= tree1.x +7)) && ((frog.y >= tree1.y-7) && (frog.y <= tree1.y + 7)))) ||
			((((frog.x >= flower2.x - 7)&&(frog.x <= flower2.x +7)) && ((frog.y >= flower2.y-7) && (frog.y <= flower2.y + 7)))) ||
			((((frog.x >= tree2.x - 7)&&(frog.x <= tree2.x +7)) && ((frog.y >= tree2.y-7) && (frog.y <= tree2.y + 7))))) {

			frog.x = 146;
			frog.y = 120;
			drawFrog();

			life -= 1;

			if (life == 0) {
				return GAMELOSE;
			}
			if (frog.x == 0) {
				return GAMEWIN;
			}

		}

	}
	return 0;
}
void drawBoard(){
	
	if(toReset){
		int i;
		mode=NORMAL;
		playing=0;
		for (i=0;i<2;i++){
			PALETTE[i]=LifeGame_palette[i];
		}
		drawImage4(0,0,240,160,LifeGame);	
		FlipPage();
		while(!(KEY_DOWN_NOW(BUTTON_START))){
		}
		FlipPage();
		u16 colors[]={BLACK,LTGREY,RED,GREEN,BLUE,WHITE,DKGREY,YELLOW};
		int numcolors = sizeof(colors)/sizeof(colors[0]);
		for (i=0;i<numcolors;i++){
			PALETTE[i]=colors[i];
		}
		clear();//Clear array to start game

		mouse->r=UpperLeftRow-1;
		mouse->c=UpperLeftCol-2;
		toReset=0;
	}
	else{
	drawRect4(0,0,240,160,LTGREYINDEX);
	drawImage4(140,58,20,12,clearButton);
	drawImage4(140,80,20,12,One);
	drawImage4(140,110,20,12,Two);
	drawImage4(140,145,20,12,next);
	if(playing)drawImage4(140,30,12,12,pause);
	else drawImage4(140,30,12,12,play);
	if (mode==NORMAL){
		drawImage4(2,5,50,12,normalModeButton);
		drawImage4(140,177,50,12,nextModeButton);
	}
	else{
		drawImage4(2,5,50,12,nextModeButton);
		drawImage4(140,177,50,12,normalModeButton);
		}
		drawMouse(mouse->r,mouse->c,5,5,BLUEINDEX);
	
		int i;
		int j;
		if (mode==NORMAL){
			for (i=0;i<MAXR;i++){
				for (j=0;j<MAXC;j++){
					if (a[i][j])drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,GREENINDEX); 
					else drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,BLACKINDEX);
				}
			}
		}
		else{ 
			int n;
			int m;
			for(n=0;n<MAXR;n++){
				for(m=0;m<MAXC;m++){
					oldA[n][m]=prevA[n][m];
				}
			}
			nextArray();
			
			for (i=0;i<MAXR;i++){
				for (j=0;j<MAXC;j++){
					if (a[i][j]==prevA[i][j]){
						if(a[i][j])
							drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,GREENINDEX);

						else drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,BLACKINDEX); 
					}
					else{
						if(a[i][j])drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,YELLOWINDEX);
						else drawRect4(i*4+UpperLeftRow,j*4+UpperLeftCol,3,3,REDINDEX);
					}
				}
			}
			
			for(n=0;n<MAXR;n++){
				for(m=0;m<MAXC;m++){
					a[n][m]=prevA[n][m];
				}
			}
			for(n=0;n<MAXR;n++){
				for(m=0;m<MAXC;m++){
					prevA[n][m]=oldA[n][m];
				}
			}
				
			
		}
	}
	FlipPage();
	waitForVblank();
	
}
Beispiel #23
0
int main() {

  REG_DISPCTL = MODE4 | BG2_ENABLE;
  
  // Splash screen here
  setPalette(mainScreen_palette);
  drawImage4(0, 0, 240, 160, mainScreen);
  waitForVBlank();
  flipPage();
  int screen = 1;
  
  int currentMode = EDITMODE;
  const u16 colors[] = {WHITE, BLACK, RED, GREEN};
  

  // alive = black = 1
  // dead = white = 0
  // alive + cursor = green = 3
  // dead + cursor = red = 2

  while (1) {
	  if (screen) {
	  	  setPalette(mainScreen_palette);
		  drawImage4(0, 0, 240, 160, mainScreen);
		  waitForVBlank();
		  flipPage();
	  	  if (KEY_DOWN_NOW(BUTTON_SELECT)) {
	  	  	screen = 0;
	  	    setPalette(colors);
  	  	    fillScreen4(DEAD);
  	  	    flipPage();
	  	    copy();
	  	  	while (KEY_DOWN_NOW(BUTTON_SELECT)) {
	  	  	}
	  	  }
	  
	  } else {
		  int draw = 0;
		  
		  // Select (backspace) = toggle between edit and simmode
	  	  if (KEY_DOWN_NOW(BUTTON_SELECT)) {
			if (currentMode == EDITMODE) {
			  currentMode = SIMMODE;
			  eraseCursor();
			} else {
			  currentMode = EDITMODE;
			}
			while (KEY_DOWN_NOW(BUTTON_SELECT)) {
			// Won't do anything while select button is down
			}
		  }
		  
		  // SIMMODE = 1
		  // EDITMODE = 0
		  
		  // ***************SIM MODE*******************
		  if (currentMode) {
		  	int paused = 0;
		  	int sim = 1;
		  	while (sim) {
		  		while (~paused & currentMode) {
			  		currentMode = simTick();
			  		if (KEY_DOWN_NOW(BUTTON_SELECT)) {
			  			currentMode = EDITMODE;
			  			sim = 0;
			  			while (KEY_DOWN_NOW(BUTTON_SELECT)) {
			  			}
			  		}
			  		if (KEY_DOWN_NOW(BUTTON_A)) {
			  			paused = 1;
			  			while (KEY_DOWN_NOW(BUTTON_A)) {
			  			}
			  		}
			  	}
		  		//******************PAUSED****************
			  	while (paused) {
		  	  		// Button B is X
	  				// This toggles next frame
			  		if (KEY_DOWN_NOW(BUTTON_B)) {
				  		simTick();
				  	}
					if (KEY_DOWN_NOW(BUTTON_SELECT)) {
			  			currentMode = EDITMODE;
			  			while (KEY_DOWN_NOW(BUTTON_SELECT)) {
			  			}
			  			sim = 0;
			  			paused = 0;
			  		}
			  		if (KEY_DOWN_NOW(BUTTON_A)) {
			  			paused = 0;
			  			while (KEY_DOWN_NOW(BUTTON_A)) {
			  			}
			  		}
			  	} // end of paused
		  	} // end of sim
		  } // end of currentMode if

		  // ************EDIT MODE**************
		  if (~currentMode) {
		  	copy();
		  	drawCursor();
		  	draw = cursorMoves();
		  	if (KEY_DOWN_NOW(BUTTON_L)) {
		  		fillScreen4(DEAD);
		  		flipPage();
		  		copy();
		  		while (KEY_DOWN_NOW(BUTTON_L)) {
		  		}
		  	}
		  }
		  
		  
		  drawCursor();
	  	  if (draw) {
			  waitForVBlank();
			  flipPage();
			  draw = 0;
		  }
	  } // end of else

  }

}