Exemple #1
0
int main() {
    /* Turn on the 2D graphics core. */
    powerOn(POWER_ALL_2D);

    /*
     *  Configure the VRAM and background control registers.
     *
     *  Place the main screen on the bottom physical screen. Then arrange the
     *  VRAM banks. Next, confiure the background control registers.
     */
    lcdMainOnBottom();
    initVideo();
    initBackgrounds();

    /* Set up a few sprites. */
    SpriteInfo spriteInfo[SPRITE_COUNT];
    OAMTable *oam = new OAMTable();
    initOAM(oam);
    initSprites(oam, spriteInfo);

    /* Display the backgrounds. */
    displayStarField();
    displayPlanet();
    displaySplash();

    /* Make the ship object. */
    static const int SHUTTLE_OAM_ID = 0;
    SpriteEntry * shipEntry = &oam->oamBuffer[SHUTTLE_OAM_ID];
    SpriteRotation * shipRotation = &oam->matrixBuffer[SHUTTLE_OAM_ID];
    Ship * ship = new Ship(&spriteInfo[SHUTTLE_OAM_ID]);

    /* Accelerate the ship for a little while to make it move. */
    for (int i = 0; i < 10; i++) {
        ship->accelerate();
    }

    for (;;) {
        /* Update the game state. */
        ship->moveShip();

        /* Update sprite attributes. */
        MathVector2D<float> position = ship->getPosition();
        shipEntry->x = (int)position.x;
        shipEntry->y = (int)position.y;
        rotateSprite(shipRotation, -ship->getAngleDeg());

        /*
         *  Update the OAM.
         *
         *  We have to copy our copy of OAM data into the actual OAM during
         *  VBlank (writes to it are locked during other times).
         */
        swiWaitForVBlank();
        updateOAM(oam);
    }

    return 0;
}
Exemple #2
0
int main() {
    /* Turn on the 2D graphics core. */
    powerOn(POWER_ALL_2D);

    /*
     *  Configure the VRAM and background control registers.
     *
     *  Place the main screen on the bottom physical screen. Then arrange the
     *  VRAM banks. Next, confiure the background control registers.
     */
    lcdMainOnBottom();
    initVideo();
    initBackgrounds();
    consoleDemoInit();
    

    /* Set up a few sprites. */
    SpriteInfo spriteInfo[SPRITE_COUNT];
    oam = new OAMTable();
    initOAM(oam);
    //initSprites(oam, spriteInfo);
    OAM_Manager oam_manager (spriteInfo,oam);
    Jogador jogador (spriteInfo, &oam_manager);
    jogador.initGfx ();

    NPC npc (spriteInfo, &oam_manager);
    npc.initGfx ();


    /*
     *  Update the OAM.
     *
     *  We have to copy our copy of OAM data into the actual OAM during VBlank
     *  (writes to it are locked during other times).
     */
    swiWaitForVBlank();
    updateOAM(oam);

    /* Loop forever so that the Nintendo DS doesn't reboot upon program
     * completion. */
    controle.reset ();
    for (;;) {
        consoleClear ();
        
        /* Update the game state. */
        updateInput();
        handleInput();

        jogador.update (&controle);
        npc.update (NULL);

       
        
        /*
         *  Update the OAM.
         *
         *  We have to copy our copy of OAM data into the actual OAM during
         *  VBlank (writes to it are locked during other times).
         */
        swiWaitForVBlank();
        updateOAM(oam);
    }

    return 0;
}
Exemple #3
0
int main() {
	touchPosition touch;
	PrintConsole mainScreen;
	mySprite sprites[128];
	
	lcdMainOnBottom();
	initVideo();
	initBackgrounds();
	initConsole(&mainScreen);
	initSprites(sprites);
	
	//leftButtonOff
	oamSet(&oamMain, sprites[0].id, sprites[0].x, sprites[0].y, 0, 0, SpriteSize_64x64,
		SpriteColorFormat_16Color, sprites[0].gfx, -1, false, false, false, false, false);
	//rightButtonOff
	oamSet(&oamMain, sprites[2].id, sprites[2].x, sprites[2].y, 0, 0, SpriteSize_64x64,
		SpriteColorFormat_16Color, sprites[2].gfx, -1, false, false, false, false, false);
	
	int keys = keysDown();
	int currentSprite = 4;
	int moveLeft = 0;
	int moveRight = 0;
	int MOVE_SPEED = 21;
	while (true) {
		//consoleClear();
		scanKeys();
		touchRead(&touch);
		keys = keysHeld();
		
		if (keys) {
			if (keys & KEY_TOUCH) {
				touchRead(&touch);
				if (within(&touch, sprites[0])) {
					// leftButton clicked
					// leftButtonOn
					oamClearSprite(&oamMain, 0);
					oamSet(&oamMain, sprites[1].id, sprites[1].x, sprites[1].y, 0, 1, SpriteSize_64x64,
						SpriteColorFormat_16Color, sprites[1].gfx, -1, false, false, false, false, false);
					swiWaitForVBlank();
					oamUpdate(&oamMain);
					moveLeft = 1;
				}
				else if (within(&touch, sprites[2])) {
					// rightButton clicked
					// rightButtonOn
					oamClearSprite(&oamMain, 2);
					oamSet(&oamMain, sprites[3].id, sprites[3].x, sprites[3].y, 0, 1, SpriteSize_64x64,
						SpriteColorFormat_16Color, sprites[3].gfx, -1, false, false, false, false, false);
					swiWaitForVBlank();
					oamUpdate(&oamMain);
					moveRight = 1;
				}
				else if(within(&touch, sprites[currentSprite])) {
					mmEffectEx(&sprites[currentSprite].sfx);
				}
			}
		}
		else {
			//leftButtonOff
			oamClearSprite(&oamMain, 1);
			oamSet(&oamMain, sprites[0].id, sprites[0].x, sprites[0].y, 0, 0, SpriteSize_64x64,
				SpriteColorFormat_16Color, sprites[0].gfx, -1, false, false, false, false, false);
			//rightButtonOff
			oamClearSprite(&oamMain, 3);
			oamSet(&oamMain, sprites[2].id, sprites[2].x, sprites[2].y, 0, 0, SpriteSize_64x64,
				SpriteColorFormat_16Color, sprites[2].gfx, -1, false, false, false, false, false);
				
			if (moveLeft) {
				if ((currentSprite - 1) >= 4) {
					// move current sprite to the right and new one in from left
					int x1 = sprites[currentSprite].x;
					int x2 = -64;
					
					while (x1 < 280 || x2 < 96) {
						oamSet(&oamMain, sprites[currentSprite].id, x1, 
							sprites[currentSprite].y, 0, sprites[currentSprite].paletteAlpha, 
							SpriteSize_64x64, SpriteColorFormat_16Color, sprites[currentSprite].gfx, 
							-1, false, false, false, false, false);
						oamSet(&oamMain, sprites[currentSprite-1].id, x2, sprites[currentSprite-1].y,
							0, sprites[currentSprite-1].paletteAlpha, SpriteSize_64x64,
							SpriteColorFormat_16Color, sprites[currentSprite-1].gfx, -1, false, false,
							false, false, false);
						swiWaitForVBlank();
						oamUpdate(&oamMain);
						x1 += MOVE_SPEED;
						x2 += MOVE_SPEED;
					}
					currentSprite--;
				}
				moveLeft = 0;
			}
			else if (moveRight) {
				if ((currentSprite + 1) - SPRITECOUNT < 0) {
					// move current sprite to the left and new one from right
					int x1 = sprites[currentSprite].x;
					int x2 = 256;
					
					while (x1 > -80 || x2 > 96) {
						oamSet(&oamMain, sprites[currentSprite].id, x1, 
							sprites[currentSprite].y, 0, sprites[currentSprite].paletteAlpha, 
							SpriteSize_64x64, SpriteColorFormat_16Color, sprites[currentSprite].gfx, 
							-1, false, false, false, false, false);
						oamSet(&oamMain, sprites[currentSprite+1].id, x2, sprites[currentSprite+1].y,
							0, sprites[currentSprite+1].paletteAlpha, SpriteSize_64x64,
							SpriteColorFormat_16Color, sprites[currentSprite+1].gfx, -1, false, false,
							false, false, false);
						swiWaitForVBlank();
						oamUpdate(&oamMain);
						x1 -= MOVE_SPEED;
						x2 -= MOVE_SPEED;
					}
					currentSprite++;
				}
				moveRight = 0;
			}
		}
		
		//oamSet(oam, id, x, y, priority, palette_alpha, size, colorformat, gfxOffset, affineIndex,
		//sizedouble, hide, hflip, vflip, mosaic);
		//
		//gong
		consoleClear();
		printf("\x1b[3;3H%s", sprites[currentSprite].desc);
		oamSet(&oamMain, sprites[currentSprite].id, sprites[currentSprite].x, sprites[currentSprite].y, 0, sprites[currentSprite].paletteAlpha, SpriteSize_64x64, SpriteColorFormat_16Color,
			sprites[currentSprite].gfx, -1, false, false, false, false, false);
			
		swiWaitForVBlank();
		oamUpdate(&oamMain);	
	}
}
Exemple #4
0
int main() {
    /* Turn on the 2D graphics core. */
    powerOn(POWER_ALL_2D);

    /*
     *  Configure the VRAM and background control registers.
     *
     *  Place the main screen on the bottom physical screen. Then arrange the
     *  VRAM banks. Next, confiure the background control registers.
     */
    lcdMainOnBottom();
    initVideo();
    initBackgrounds();

    /* Initialize maxmod using the memory based soundbank set up. */
    mmInitDefaultMem((mm_addr)soundbank_bin);

    /* Set up a few sprites. */
    SpriteInfo spriteInfo[SPRITE_COUNT];
    OAMTable *oam = new OAMTable();
    initOAM(oam);
    initSprites(oam, spriteInfo);

    /* Display the backgrounds. */
    displayStarField();
    displayPlanet();
    displaySplash();

    /*************************************************************************/

    /* Keep track of the touch screen coordinates. */
    touchPosition touch;

    /* Make the ship object. */
    static const int SHUTTLE_OAM_ID = 0;
    SpriteEntry * shipEntry = &oam->oamBuffer[SHUTTLE_OAM_ID];
    SpriteRotation * shipRotation = &oam->matrixBuffer[SHUTTLE_OAM_ID];
    Ship * ship = new Ship(&spriteInfo[SHUTTLE_OAM_ID]);

    /* Make the moon. */
    static const int MOON_OAM_ID = 1;
    SpriteEntry * moonEntry = &oam->oamBuffer[MOON_OAM_ID];
    SpriteInfo * moonInfo = &spriteInfo[MOON_OAM_ID];
    MathVector2D<int> * moonPos = new MathVector2D<int>();
    moonPos->x = moonEntry->x;
    moonPos->y = moonEntry->y;

    /* Set up sound data. */
    mmLoadEffect(SFX_THRUST);

    for (;;) {
        /* Update the game state. */
        updateInput(&touch);
        handleInput(ship, moonPos, moonInfo, &touch);
        ship->moveShip();

        /* Update ship sprite attributes. */
        MathVector2D<float> position = ship->getPosition();
        shipEntry->x = (int)position.x;
        shipEntry->y = (int)position.y;
        rotateSprite(shipRotation, -ship->getAngleDeg());
        /* Update moon sprite attributes. */
        moonEntry->x = (int)moonPos->x;
        moonEntry->y = (int)moonPos->y;

        /*
         *  Update the OAM.
         *
         *  We have to copy our copy of OAM data into the actual OAM during
         *  VBlank (writes to it are locked during other times).
         */
        swiWaitForVBlank();
        updateOAM(oam);
    }

    return 0;
}