void BiPlaneGameUI::addPlayerSpeedo(void) { // Get the ID Handling singlton MyIdHandler* mih = &MyIdHandler::get(); // Grab some ID's for the speedo and needle (one for the image, one for the sprite) this->speedoImageId = mih->getImageId(); this->speedoSpriteId = mih->getSpriteId(); this->speedoNeedleImageId = mih->getImageId(); this->speedoNeedleSpriteId = mih->getSpriteId(); // Load the resources dbLoadImage("Media/speedo.png", this->speedoImageId, 1); dbLoadImage("Media/needle.png", this->speedoNeedleImageId, 1); // Define the speedo sprite dbSprite(this->speedoSpriteId, 0, 0, this->speedoImageId); dbHideSprite(this->speedoSpriteId); dbSetSpriteAlpha(this->speedoSpriteId, 33); // Define the needle sprite, offsetting it's center so it pivots nicely dbSprite(this->speedoNeedleSpriteId, 0, 0, this->speedoNeedleImageId); dbHideSprite(this->speedoNeedleSpriteId); dbOffsetSprite(this->speedoNeedleSpriteId, 43, 12); dbSetSpriteAlpha(this->speedoNeedleSpriteId, 33); // Define the position of the speedo... this->speedoX = dbScreenWidth() - dbSpriteWidth(this->speedoSpriteId) - 16; this->speedoY = dbScreenHeight() - dbSpriteHeight(this->speedoSpriteId) - 16; // ... an the needle this->needleX = this->speedoX + (dbSpriteWidth(this->speedoSpriteId) / 2); this->needleY = this->speedoY + (dbSpriteHeight(this->speedoSpriteId) / 2); }
void MaudioButton::show() { if(active == 1) { if(on) dbSprite ( spriteNO , locationX , locationY , imageNO ); else dbSprite ( spriteNO , locationX , locationY ,offImageNO ); dbSetSpritePriority( spriteNO , 2); } }
void world::changeState(char triggerName[], void *classPointer) { int (*objectsPntr)[60][2][2] = &(static_cast<world*>(classPointer)->objects); //So basically we make a pointer that points to a 3 dimensional array (an array of arrays that have arrays inside of them) of [60][2][2]... //Now that we have a simple pointer(Which is very small and efficient) to our large multidimensional array, we can now use it later for our changing of the state. eventType (*eventsPntr)[60] = &(static_cast<world*>(classPointer)->events); //Make a pointer for our events array int *currentXCord = static_cast<world*>(classPointer)->currentX; int *currentYCord = static_cast<world*>(classPointer)->currentY; for(int i = 0; i < 60; i++) { //We shuffle through our events array of 60 to see if we can find a match if(strcmp((*eventsPntr)[i].reference,triggerName) == 0) { //We need to do: (*eventsPntr)[i].reference for a very simple reason. If it wasn't an array, we could easily use a ->. This is used for pointers of a struct after all. Our array requires the actual value at that memory location though. Now we can do our indexes that we wanted. for(int j = 0; j < 60; j++) { //We found a matching event with the required name! Now lets use our number to find it in our objects array. if( ((*eventsPntr)[i].x1 == (*objectsPntr)[j][0][0]) && ((*eventsPntr)[i].y1 == (*objectsPntr)[j][0][1]) && ((*eventsPntr)[i].x2 == (*objectsPntr)[j][1][0]) && ((*eventsPntr)[i].y2 == (*objectsPntr)[j][1][1]) ) { //Lets see if we have a match here, between our event coords and our object coords! if(strcmp(triggerName,"roomDoor") == 0) { if((*objectsPntr)[j][1][0] == ((*objectsPntr)[j][0][0] + 35)) { //So if there's a difference of 35 on our x cords (The door is closed), do our first change: if(*currentXCord <= ((*objectsPntr)[j][0][0] + 5)) { //Let's move them out of they way so they don't get stuck in the door. *currentXCord = ((*objectsPntr)[j][0][0] + 6); } dbSprite(34,185,98,25); //Load our new door dbSizeSprite(34,6,30); (*objectsPntr)[j][1][0] = ((*objectsPntr)[j][0][0] + 5); //Change our object x cord by 5 (*objectsPntr)[j][1][1] = ((*objectsPntr)[j][0][1] + 30);//Change our object y cord by 30 (*eventsPntr)[i].x2 = ((*eventsPntr)[i].x1 + 5); //Change our event x cord by 5 (*eventsPntr)[i].y2 = ((*eventsPntr)[i].y1 + 30); //change our event y cord by 30 dbPlaySound(1); } else { //else, do our second. if((*currentYCord <= ((*objectsPntr)[j][0][1] + 12)) && ((*currentYCord+32) >= ((*objectsPntr)[j][0][1] + 12))) { //If they're in the way of the door: *currentYCord = ((*objectsPntr)[j][0][1] + 13); } dbSprite(34,185,98,24); //Now we load our new door dbSizeSprite(34,35,12); (*objectsPntr)[j][1][0] = ((*objectsPntr)[j][0][0] + 35); (*objectsPntr)[j][1][1] = ((*objectsPntr)[j][0][1] + 12); (*eventsPntr)[i].x2 = ((*eventsPntr)[i].x1 + 35); (*eventsPntr)[i].y2 = ((*eventsPntr)[i].y1 + 12); dbPlaySound(2); } }//End of our roomDoor event } } } } dbWait(300);//To make sure this function doesn't trigger multiple times when hitting the space bar, we need to add a delay }
void MSvstar::simuShow() { if(active == 1) { //dbOffsetSprite( spriteNO , dbSpriteWidth(spriteNO)/2 , dbSpriteHeight(spriteNO)/2 ); dbSprite ( spriteNO , locationX * phyToReal , locationY * phyToReal , imageNO );//////////// dbSetSpritePriority( spriteNO , 3); } }
void Mobstacle::simuShow() { if(active == 1) { dbOffsetSprite( spriteNO , dbSpriteWidth(spriteNO)/2 , dbSpriteHeight(spriteNO)/2 ); dbRotateSprite( imageNO , angle ); dbSprite ( spriteNO , locationX * phyToReal , locationY * phyToReal , imageNO ); dbSetSpritePriority( spriteNO , 4); } }
//单个僵尸移动 void game_zombie_move(double& after_move_x, double& after_move_y, int start_move_x) { dbLoadImage("image\\background1.jpg",30); dbLoadImage("image\\SeedBank3.png",31); dbLoadImage("image\\SeedBank0.png",32); dbSprite(2,0,0,30); dbLoadImage("image\\Zombie_digger_head2.png",20); if(start_move_x==0) { dbSprite(1,after_move_x,after_move_y,20); dbSetSpritePriority(1,99); } else { dbSprite(1,after_move_x-10,after_move_y,20); dbSetSpritePriority(1,99); after_move_x = dbSpriteX(1); after_move_y = dbSpriteY(1); dbSprite(2,0,0,30); dbSprite(3,0,0,31); dbSprite(4,0,0,32); } }
//设置障碍 void game_plant_move(double& after_move_x, double& after_move_y) { dbLoadImage("image\\Tallnut_body.png",80); int x,y; if(mouseFullClick(x,y)) { after_move_x=x; after_move_y=y; dbSprite(20,x-99/2,y-146/2,80); dbSetSpritePriority(20,99); dbWait(100); } }
void DBBitmapHelper::UpdateLevel(int level, Point _topLeftGridPosition) { Point size2; Point topLeftLevelValue; size2.x = 50; size2.y = 25; topLeftLevelValue.x = _topLeftGridPosition.x - Grid::GRID_BORDER_WIDTH -Grid::GRID_SIDEBAR_WIDTH+10; topLeftLevelValue.y = _topLeftGridPosition.y - Grid::GRID_BORDER_WIDTH+275; //update level value char levelValueText[12]; itoa(level,levelValueText,10); DBHelper::GetInstance()->UpdateValueTextImageID(levelValueText,topLeftLevelValue, DBHelper::GetInstance()->GetLevelValueTextImageID(), levelValueTextID, size2); dbSprite(levelValueTextID,topLeftLevelValue.x,topLeftLevelValue.y,DBHelper::GetInstance()->GetLevelValueTextImageID()); //set score value text image }
void DBBitmapHelper::UpdateScore(int score, Point _topLeftGridPosition) { Point size1; Point topLeftScoreValue; size1.x = 200; size1.y = 25; topLeftScoreValue.x = _topLeftGridPosition.x - Grid::GRID_BORDER_WIDTH - Grid::GRID_SIDEBAR_WIDTH+110; topLeftScoreValue.y = _topLeftGridPosition.y - Grid::GRID_BORDER_WIDTH+5; char scoreValueText[12]; //update score value itoa(score,scoreValueText,10); DBHelper::GetInstance()->UpdateValueTextImageID(scoreValueText,topLeftScoreValue, DBHelper::GetInstance()->GetScoreValueTextImageID(), scoreValueTextID, size1); //scoreValueTextID = DBHelper::GetInstance()->GetBitmapNumber(); dbSprite(scoreValueTextID,topLeftScoreValue.x,topLeftScoreValue.y,DBHelper::GetInstance()->GetScoreValueTextImageID()); //set score value text image }
void DBBitmapHelper::UpdateGoal(int goal, Point _topLeftGridPosition) { Point size3; Point topLeftGoalValue; size3.x = 100; size3.y = 25; topLeftGoalValue.x = _topLeftGridPosition.x - Grid::GRID_BORDER_WIDTH -Grid::GRID_SIDEBAR_WIDTH+10; topLeftGoalValue.y = _topLeftGridPosition.y - Grid::GRID_BORDER_WIDTH+425; char goalValueText[12]; //update goal value itoa(goal,goalValueText,10); DBHelper::GetInstance()->UpdateValueTextImageID(goalValueText,topLeftGoalValue, DBHelper::GetInstance()->GetGoalValueTextImageID(), goalValueTextID, size3); //goalValueTextID = DBHelper::GetInstance()->GetBitmapNumber(); dbSprite(goalValueTextID, topLeftGoalValue.x, topLeftGoalValue.y,DBHelper::GetInstance()->GetGoalValueTextImageID()); //set goal value text image }
void pollo::setPos() { float t; float y; float angle=calculoAngulo(); float Vx=calculoVelocidad()*(cos(angle)); float Vy=calculoVelocidad()*(sin(angle)); if(calculoVelocidad()==0) { dbDeleteSprite(ID); } else{ for(int pixel=0;pixel<1200;pixel+=4) { t=(pixel+POSXo)/(Vx); y=abs((Vy)*t-(5*t*t)-POSYo); dbSprite(ID,pixel+POSXo,(int) ceil(y+0.5),1); if (dbSpriteCollision(ID,enemigo)==1) { dbDeleteSprite(ID); dbDeleteSprite(enemigo); return; } if (dbSpriteCollision(ID,3)==1) { dbDeleteSprite(ID); dbDeleteSprite(3); return; } if (dbSpriteCollision(ID,4)==1) { dbDeleteSprite(ID); dbDeleteSprite(4); return; } dbSync();//refrescar la pantalla } } }
void world::dimArea(char interval[], void *classPointer) { int timeInterval = atoi(interval); int *currentXCord = static_cast<world*>(classPointer)->currentX; //Get our x coordinate from our class int *currentYCord = static_cast<world*>(classPointer)->currentY; //Get our y coordinate from our class int numberOfSpritesPlus1 = (static_cast<world*>(classPointer)->numOfSprites)+1; int numberOfImagesPlus1 = (static_cast<world*>(classPointer)->numOfImages)+1; dbSyncOn ( ); dbSyncRate ( 60 ); dbLoadImage("background.png",numberOfImagesPlus1); dbSprite(numberOfSpritesPlus1,0,0,numberOfImagesPlus1); dbPlaySound(3); for(int i = 0; i < 255 && LoopGDK(); i+=5) { //Make our screen slightly darker each time. The speed is controlled by the timeInterval variable. static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbSetSpriteAlpha(numberOfSpritesPlus1,i); dbPasteSprite(numberOfSpritesPlus1,0,0); dbWait(timeInterval); dbSync(); } for(int i = 0; i <= 100 && LoopGDK(); i+=5) { //Keep out screen dark for a little bit static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbWait(timeInterval); dbSync(); } for(int i = 255; i >= 0 && LoopGDK(); i-=5) { //Now make our screen lighter so we can see again. static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbSetSpriteAlpha(numberOfSpritesPlus1,i); dbPasteSprite(numberOfSpritesPlus1,0,0); dbWait(timeInterval); dbSync(); } }
void world::setWorld(char input[], int &xCord, int &yCord) { //Used to we our current level or stage if(strcmp(input,"stage1") == 0) { //If it's equal to stage 1: strcpy(currentworld,"stage1"); //Set our current world to stage1 strcpy(character,"character.png"); //Set our character map to character.png dbCreateAnimatedSprite(1,character,4,4,1); //Do our initial setups such as making our sprite sheet usable and setting our x and y coordinates. xCord = 150; yCord = 50; currentX = &xCord; currentY = &yCord; dbLoadImage("carpet.png",2); //Now we can load out images for later. These images can be used by both sprites and actual pictures. dbLoadImage("wall.png",3); dbLoadImage("closet.png",4); dbLoadImage("bunkBed.png",5); dbLoadImage("bedLower.png",6); dbLoadImage("characterTV.png",7); dbLoadImage("computer.png",8); dbLoadImage("mainTV.png",9); dbLoadImage("mainTable.png",10); dbLoadImage("couch.png",11); dbLoadImage("chair.png",12); dbLoadImage("kitchenTable.png",13); dbLoadImage("kitchenFloor.png",14); dbLoadImage("kitchenLeftCounter.png",15); dbLoadImage("kitchenRightCounter.png",16); dbLoadImage("background.png",17); dbLoadImage("doorRight.png",18); dbLoadImage("doorLeft.png",19); dbLoadImage("mainDoor.png",20); dbLoadImage("mainComputer.png",21); dbLoadImage("smallTable.png",22); dbLoadImage("doorFacing.png",23); dbLoadImage("roomDoorFacing.png",24); dbLoadImage("roomDoorSide.png",25); dbLoadSound("doorOpen.wav",1); dbLoadSound("doorClose.wav",2); dbLoadSound("silence.wav",3); dbLoadSound("TV.wav",4); dbLoadSound("mainTV.wav",5); dbLoadSound("mainPC.wav",6); dbLoadSound("characterComp.wav",7); dbLoadSound("sink.wav",8); dbLoadSound("fridge.wav",9); dbLoadSound("locked.wav",10); dbLoadSound("blocked.wav",11); dbLoadSound("beep.wav",12); dbLoadSound("wrong.wav",13); dbLoadSound("correct.wav",14); numOfImages = 25; //Sprites 2 through 17 are used for the walls. For demonstration on how to set sprites and objects, please see sprite 19+ dbSprite(2,80,0,3); dbSizeSprite(2,15,440); setObject(80,0,15,440); dbSprite(3,80,0,3); dbSizeSprite(3,140,15); setObject(80,0,140,15); dbSprite(4,170,98,3); dbSizeSprite(4,15,47); setObject(170,98,15,47); dbSprite(5,220,0,3); dbSizeSprite(5,15,142); setObject(220,0,15,142); dbSprite(6,80,130,3); dbSizeSprite(6,98,135); setObject(80,145,98,120); dbSprite(7,227,0,3); dbSizeSprite(7,90,280); setObject(227,0,90,280); dbSprite(8,220,182,3); dbSizeSprite(8,30,38); setObject(220,182,30,38); dbSprite(9,170,185,3); dbSizeSprite(9,15,15); setObject(170,185,15,15); dbSprite(10,170,240,3); dbSizeSprite(10,15,113); setObject(170,240,15,112); dbSprite(12,220,260,3); dbSizeSprite(12,30,20); setObject(220,260,30,20); dbSprite(13,80,430,3); dbSizeSprite(13,305,15); setObject(80,430,305,15); dbSprite(14,376,280,3); dbSizeSprite(14,9,20); setObject(376,280,9,20); dbSprite(15,376,340,3); dbSizeSprite(15,9,100); setObject(376,340,9,100); dbSprite(16,95,110,4); dbSizeSprite(16,75,20); dbSprite(17,95,25,5); dbSizeSprite(17,35,53); //Whenever you wish to set object collision checking, you can simply use the setObject function. This function takes 4 arguments. The x1 coordinate, the y1 coordinate, the x length, and the y length. Within these boundaries, it is treated as solid material. Characters cannot walk through these coordinates on the screen. //Example: setObject(95,26,33,2) makes an object at x coordinate 95, y coordinate 26, and makes it have a width of 33 pixels and a height of 2 pixels. setObject(95,26,33,2); //Character bed top setObject(95,26,2,50); //Character bed left side setObject(95,74,34,1); //Character bed bottom setObject(193,29,27,34); //CharacterTV dbSprite(19,160,15,8); //Character computer dbSizeSprite(19,28,17); //Makes the image for the sprite stretch to the specifications. The second argument is width, and the third is height. setObject(160,15,28,17); dbSprite(20,265,303,9); //Character Tv (Rotation involved) dbSizeSprite(20,24,37); dbRotateSprite(20,-90); setObject(265,280,36,23); dbSprite(21,263,365,10); //Main table dbSizeSprite(21,40,25); setObject(263,365,40,25); dbSprite(22,95,265,15); //Left counter dbSizeSprite(22,21,90); setObject(95,265,21,66); dbSprite(23,149,265,16); //Right counter dbSizeSprite(23,21,90); setObject(149,265,21,83); setObject(95,384,33,46); //All of this chunk is the kitchen table. One for each. (Round objects to be implemented) setObject(95,381,23,3); setObject(130,388,2,42); setObject(133,391,1,39); setObject(136,394,1,36); setObject(137,396,1,34); setObject(138,397,1,33); setObject(139,399,1,31); setObject(140,402,1,28); dbSprite(24,218,142,18); //Relative room dbSizeSprite(24,9,40); setObject(220,142,9,40); dbSprite(25,218,220,18); //Closet below relative room dbSizeSprite(25,9,40); setObject(220,220,9,40); dbSprite(26,178,145,19); //Upper closet dbSizeSprite(26,9,40); setObject(178,145,7,40); dbSprite(27,178,200,19); //Bathroom dbSizeSprite(27,9,40); setObject(178,200,7,40); dbSprite(28,374,300,20); //Main door dbSizeSprite(28,11,40); setObject(376,300,9,40); dbSprite(29,185,316,21); //Main computer dbSizeSprite(29,16,32); setObject(185,316,16,32); dbSprite(30,360,370,22); //Small table dbSizeSprite(30,12,17); setObject(360,370,12,17); dbSprite(31,352,0,3); //Wall to the right of main closet dbSizeSprite(31,33,280); setObject(352,0,33,280); dbSprite(32,317,0,3); //Wall behind main closet dbSizeSprite(32,35,278); setObject(317,0,35,278); dbSprite(33,317,268,23); //Closet close to door dbSizeSprite(33,35,12); setObject(317,268,35,12); dbSprite(34,185,98,24); //Character door dbSizeSprite(34,35,12); setObject(185,98,35,12); numOfSprites = 34; //Much like the objects, to set an event at a certain coordinate, use the setEvent function. The arguments are the x1 coordinate, the y1 coordinate, the x length, the y length, the argument to be sent to the function, and the actual function name itself. Note: currently, the argument has to be a string. //Example: setEvent(80,24,50,54,"bed",printText) makes an event at the x coordinate 80 and y coordinate 24. It has a width of 50 and a height downward of 54. Whenever and event happens, the text "bed" is sent to the printText function. setEvent(80,24,50,54,"bed",printText); setEvent(80,24,50,54,"40",dimArea); setEvent(193,29,27,34,"characterTV",printText); setEvent(160,15,28,17,"characterComputer",printText); setEvent(265,279,36,24,"familyTV",printText); setEvent(185,316,16,32,"familyComp",printText); setEvent(263,365,40,12,"tableFront",printText); setEvent(263,378,40,12,"tableBack",printText); setEvent(360,370,12,17,"smallTable",printText); setEvent(243,400,80,30,"couch",printText); setEvent(325,400,45,30,"chair",printText); setEvent(317,268,35,12,"mainCloset",printText); setEvent(93,375,55,55,"kitchnTable",printText); setEvent(95,265,21,22,"counter",printText); setEvent(95,288,21,20,"kitchnSink",printText); setEvent(95,309,21,23,"counter",printText); setEvent(149,265,21,20,"fridge",printText); setEvent(149,286,21,20,"counter",printText); setEvent(149,307,21,24,"stove",printText); setEvent(149,332,21,17,"counter",printText); setEvent(178,145,9,40,"upCloset",printText); setEvent(218,142,9,40,"upperRoom",printText); setEvent(178,200,9,40,"bathroom",printText); setEvent(218,220,9,40,"lowCloset",printText); setEvent(185,98,35,12,"roomDoor",changeState); setEvent(376,300,9,40,"mainDoor",passGuess); } }
void figura::dibujar() { dbSprite(ID,posx,posy,ID_Image); }
void Ave::moveBird(){ dbSprite(ID,posx,posy,ID_Image); dbOffsetSprite(ID,dbSpriteWidth(ID)/2,dbSpriteHeight(ID)/2); dbSync(); }
void DBBitmapHelper::DrawBackground(Point topLeftGridPosition, int borderWidth, int sideBarWidth, int gridSquareLength, int gridLength, int gridWidth) { dbSprite(backgroundID, 0 ,0 , DBHelper::GetInstance()->GetBackgroundImageID()); //set back ground dbSprite(borderID, topLeftGridPosition.x - borderWidth ,topLeftGridPosition.y - borderWidth, DBHelper::GetInstance()->GetBorderImageID( gridSquareLength, gridWidth, gridLength, borderWidth)); //set back ground dbSprite(gridID, topLeftGridPosition.x ,topLeftGridPosition.y , DBHelper::GetInstance()->GetGridImageID( gridSquareLength, gridWidth, gridLength)); //set back ground dbSprite(sideBarID, topLeftGridPosition.x - borderWidth -sideBarWidth,topLeftGridPosition.y - borderWidth , DBHelper::GetInstance()->GetSideBarImageID( gridSquareLength, gridLength, borderWidth, sideBarWidth)); //set back ground dbSprite(levelTextID,topLeftGridPosition.x - borderWidth -sideBarWidth+10,topLeftGridPosition.y - borderWidth+250,DBHelper::GetInstance()->GetLevelTextImageID()); //set level text image dbSprite(levelValueTextID,topLeftGridPosition.x - borderWidth -sideBarWidth + 10,topLeftGridPosition.y - borderWidth+275,DBHelper::GetInstance()->GetLevelValueTextImageID()); //set level value text image dbSprite(scoreTextID,topLeftGridPosition.x - borderWidth -sideBarWidth+10,topLeftGridPosition.y - borderWidth+5,DBHelper::GetInstance()->GetScoreTextImageID()); //set score text image dbSprite(scoreValueTextID,topLeftGridPosition.x - borderWidth -sideBarWidth+110,topLeftGridPosition.y - borderWidth+5,DBHelper::GetInstance()->GetScoreValueTextImageID()); //set score value text image dbSprite(nextTextID,topLeftGridPosition.x - borderWidth -sideBarWidth+10,topLeftGridPosition.y - borderWidth+100,DBHelper::GetInstance()->GetNextTextImageID()); //set next text image dbSprite(goalTextID,topLeftGridPosition.x - borderWidth -sideBarWidth+10,topLeftGridPosition.y - borderWidth+400,DBHelper::GetInstance()->GetGoalTextImageID()); //set goal text image dbSprite(goalValueTextID,topLeftGridPosition.x - Grid::GRID_BORDER_WIDTH -Grid::GRID_SIDEBAR_WIDTH+10,topLeftGridPosition.y - Grid::GRID_BORDER_WIDTH+425,DBHelper::GetInstance()->GetGoalValueTextImageID()); //set goal value text image dbSprite(startButtonID,850,100,DBHelper::GetInstance()->GetStartButtonImageID()); //set start button image dbSprite(restartButtonID,850,100,DBHelper::GetInstance()->GetRestartButtonImageID()); //set restart button image dbSprite(exitButtonID,850,160,DBHelper::GetInstance()->GetExitButtonImageID()); //set exit button image dbSprite(gameCompleteID,850,40,DBHelper::GetInstance()->GetGameCompleteImageID()); //set gamecomplete image dbSprite(gameOverID,850,40,DBHelper::GetInstance()->GetGameOverImageID()); //set game over image dbSprite(pauseTextID,850,40,DBHelper::GetInstance()->GetPauseTextImageID()); //set pauseText image dbSprite(resumeID, topLeftGridPosition.x ,topLeftGridPosition.y , DBHelper::GetInstance()->GetResumeImageID()); //set resume image //set sprite priorities dbSetSpritePriority(backgroundID,0); dbSetSpritePriority(gridID,1); dbSetSpritePriority(borderID,3); dbSetSpritePriority(sideBarID,4); dbSetSpritePriority(levelTextID,5); dbSetSpritePriority(levelValueTextID,5); dbSetSpritePriority(scoreTextID,6); dbSetSpritePriority(scoreValueTextID,6); dbSetSpritePriority(nextTextID,7); dbSetSpritePriority(goalTextID,8); dbSetSpritePriority(goalValueTextID,8); dbSetSpritePriority(startButtonID,9); dbSetSpritePriority(restartButtonID,-1); dbSetSpritePriority(exitButtonID,-1); dbSetSpritePriority(gameCompleteID,-1); dbSetSpritePriority(gameOverID,-1); dbSetSpritePriority(resumeID,-1); dbSetSpritePriority(pauseTextID,99); }