// SetupStage_Level1 // Set up the stage (sprites and backgrounds) for level 1. void GameState::SetupStage_Level1() { // Set the default sprite video mode. SetSpriteVideoMode(); // Setup the foreground sprites. // The sprite data is not active until we copy it from our data // tables (in sprites.cpp) into the real Palette and Graphics memory. // So, let's copy the default spriteset there now. ClearSprites(); LoadSpriteset(0); // Setup the background tiles and map. // Just like sprites, the data is not active until we copy it from // our data tables (in background_maps.cpp) into real memory. ClearBackgrounds(); LoadBgTileset(0); LoadBgMap(0); // Initialize the objects for the first level. InitObject(kObj_Player, 0); // Set the initial location of each object. _xPlayer = 0; _yPlayer = 0; MoveObjectTo(kObj_Player, _xPlayer, _yPlayer); // TODO: Add more initialization for level 1 here. }
void CNPC_Dog::ClearBeams( void ) { ClearSprites(); // Turn off sprites for ( int i = 0; i < EFFECT_COUNT; i++ ) { if ( m_hBeams[i] != NULL ) { UTIL_Remove( m_hBeams[i] ); m_hBeams[i] = NULL; } } }