Esempio n. 1
0
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);
}
Esempio n. 2
0
void MaudioButton::show()
{
    if(active == 1)
	{
		if(on)   dbSprite ( spriteNO , locationX ,  locationY , imageNO );	
		else dbSprite ( spriteNO , locationX ,  locationY ,offImageNO );	
	    dbSetSpritePriority( spriteNO , 2);
	}
}
Esempio n. 3
0
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
}
Esempio n. 4
0
void MSvstar::simuShow()
{
	if(active == 1)
	{
	//dbOffsetSprite( spriteNO , dbSpriteWidth(spriteNO)/2 , dbSpriteHeight(spriteNO)/2 );
	 dbSprite ( spriteNO , locationX * phyToReal , locationY * phyToReal , imageNO );////////////
	 dbSetSpritePriority( spriteNO , 3);
	}
}
Esempio n. 5
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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);
	}
}
Esempio n. 6
0
//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);

	}	 
}
Esempio n. 7
0
//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);
	}
}
Esempio n. 8
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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
}
Esempio n. 9
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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
}
Esempio n. 10
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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
}
Esempio n. 11
0
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
						
		}
	}
}
Esempio n. 12
0
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();
	}

}
Esempio n. 13
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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);
		
	}
}
Esempio n. 14
0
void figura::dibujar()
{
	dbSprite(ID,posx,posy,ID_Image);

}
Esempio n. 15
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void Ave::moveBird(){

	dbSprite(ID,posx,posy,ID_Image);
	dbOffsetSprite(ID,dbSpriteWidth(ID)/2,dbSpriteHeight(ID)/2);
	dbSync();
}
Esempio n. 16
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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);
}