void drawMouse(int row, int col, int width, int height, u8 index){ drawRect4(row,col,width,1,index); drawRect4(row,col,2,height-1,index); drawRect4(row+height-1,col,width+2,1,index); drawRect4(row,col+(width-1),2,height-1,index); }
void clear() { oldPacman = pacman; drawRect4(oldPacman.col, oldPacman.row, oldPacman.width, oldPacman.height, BLACKINDEX); for (int i = 0; i < NUMDOTS; i++) { oldDots[i] = dots[i]; drawRect4(oldDots[i].rect.col, oldDots[i].rect.row, oldDots[i].rect.width, oldDots[i].rect.height, BLACKINDEX); } }
void drawLives(megaman* X) { drawHollowRect4(20,1,53,15,5); drawRect4(21,2,52,14,202); drawRect4(23,4,41,10,5); for(int i=0; i<(X->lives); i++) { drawRect4(2*i+24+(20-X->lives)*2,6,1,6,254); } char string[5]; sprintf(string,"x"); drawString4(64,6,string,149); }
/* Draws the image on the cell */ void drawCell(int r, int c, int cellValue) { int x = 10+r*14+2; int y = 50+c*14+3; switch (cellValue) { case 1: drawDougImage(x, y, 10, 10,(u8*)onePic); break; case 2: drawDougImage(x, y, 10, 10,(u8*)twoPic); break; case 3: drawDougImage(x, y, 10, 10,(u8*)threePic); break; case 4: drawDougImage(x, y, 10, 10,(u8*)fourPic); break; case 5: drawDougImage(x, y, 10, 10,(u8*)fivePic); break; case 6: drawDougImage(x, y, 10, 10,(u8*)sixPic); break; case 7: drawImage4(x, y, 10, 10,flagPic); break; case 8: drawRect4(x,y,12,12,6); break; case 9: drawImage4(x, y, 10, 10,mineone); break; } }
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; }
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(); }
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); }
void drawDot(int i) { if (dots[i].isGhost) drawGhost(dots[i].rect.row, dots[i].rect.col); else drawRect4(dots[i].rect.col, dots[i].rect.row, dots[i].rect.width, dots[i].rect.height, WHITEINDEX); }
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(); } } }