void displayPercentages() { PA_OutputText(SUB_SCREEN, 0, 0, " "); PA_OutputText(SUB_SCREEN, 0, 23, " "); // clears the text if(players.size() >=1) { PA_SetTextTileCol(SUB_SCREEN, TEXT_RED); int damage = (int)(players[0]->getDamagePercent()); PA_OutputText(SUB_SCREEN, 0, 0, "%d %", damage); } // displays damage percent of player 1 if(players.size() >= 2) { PA_SetTextTileCol(SUB_SCREEN, TEXT_BLUE); int damage = (int)(players[1]->getDamagePercent()); stringstream ss; ss << damage; int length = ss.str().size(); PA_OutputText(SUB_SCREEN, 30-length, 0, "%d %", damage); } // displays damage percent of player 2 if(players.size() >= 3) { PA_SetTextTileCol(SUB_SCREEN, TEXT_YELLOW); int damage = (int)(players[2]->getDamagePercent()); PA_OutputText(SUB_SCREEN, 0, 23, "%d %", damage); } // damage of player 3 if(players.size() >= 4) { PA_SetTextTileCol(SUB_SCREEN, TEXT_GREEN); int damage = (int)(players[3]->getDamagePercent()); stringstream ss; ss << damage; int length = ss.str().size(); PA_OutputText(SUB_SCREEN, 30-length, 23, "%d %", damage); } } // displays damage percents on the sub screen
void displayLives(int stock) { PA_OutputText(SUB_SCREEN, 0, 1, " "); PA_OutputText(SUB_SCREEN, 0, 22, " "); if(players.size() >= 1) { PA_SetTextTileCol(SUB_SCREEN, TEXT_RED); int lives = stock - score.getDeaths(0) - sdcost*score.getSDs(0); PA_OutputText(SUB_SCREEN, 0, 1, "x%d", lives); } if(players.size() >= 2) { PA_SetTextTileCol(SUB_SCREEN, TEXT_BLUE); int lives = stock-score.getDeaths(1) - sdcost*score.getSDs(1); stringstream ss; ss << lives; int length = ss.str().size(); PA_OutputText(SUB_SCREEN, 31-length, 1, "x%d", lives); } if(players.size() >= 3) { PA_SetTextTileCol(SUB_SCREEN, TEXT_YELLOW); int lives = stock-score.getDeaths(2) - sdcost*score.getSDs(2); PA_OutputText(SUB_SCREEN, 0, 22, "x%d", lives); } if(players.size() >= 4) { PA_SetTextTileCol(SUB_SCREEN, TEXT_GREEN); int lives = stock-score.getDeaths(3) - sdcost*score.getSDs(3); stringstream ss; ss << lives; int length = ss.str().size(); PA_OutputText(SUB_SCREEN, 31-length, 22, "x%d", lives); } }
/** Treu el text passat per la sortida configurada al debug o en cas d'estar desactivat no fa res */ void debug(char *text) { if(!debug_mode) return; if(debug_mode==DEBUG_SOCKET) { send(debug_socket,text,strlen(text),0); /*if(errno!=EWOULDBLOCK) { error("S'hauria de bloquejar"); } */ } else if (debug_mode==DEBUG_DISPLAY) { PA_SetTextTileCol(TOP_SCREEN,PINK); PA_Print(TOP_SCREEN,text); PA_SetTextTileCol(TOP_SCREEN,NORMAL); } }
/** Inicialitza el debug: mode: DEBUG_SOCKET 1, DEBUG_DISPLAY El mode assigna el display o un socket a la sortida de missatges. En cas de seleccionar un socket, es posa en mode escolta al port 7773 esperant una conexió */ void debug_init(u8 mode) { int wait; debug_mode=mode; if(mode==DEBUG_SOCKET) { PA_SetTextTileCol(TOP_SCREEN,PINK); PA_Print(TOP_SCREEN,"Esperant client al port 7773\n"); PA_SetTextTileCol(TOP_SCREEN,NORMAL); listen_sock=listensock(7773, 1); debug_socket=acceptsock(listen_sock); closesocket(listen_sock); wait=DONTWAIT; ioctl(debug_socket,FIONBIO,&wait); } debug("Debug inicialitzat\n"); }
// 싱글 플레이 초기화 void init_singleplay() { PA_LoadBackground(DOWN_SCREEN, BG2, &bg_stage1_init); PA_WaitForVBL(); //UnLoad_Screen(); //PA_WaitForVBL(); ret_next(); // next state dualback_print(&stage2); // 게임배경화면 출력 (듀얼) /* 텍스트 출력 부분 */ PA_InitText(DOWN_SCREEN, BG0); PA_SetTextTileCol(DOWN_SCREEN, TEXT_WHITE); // }
/* 게임 오버 */ void scr_Gameover() { int weight = 0; PA_Init(); PA_InitVBL(); UnLoad_Screen(); AS_SoundDefaultPlay((u8*) wrong, (u32) wrong_size, 100, 64, FALSE, 0); AS_SoundDefaultPlay((u8*) gameover, (u32) gameover_size, 80, 64, TRUE, 0); PA_LoadBackground(UP_SCREEN, BG3, &your_brain); // 종료스크린 출력 PA_LoadBackground(DOWN_SCREEN, BG3, &game_over); PA_InitText(UP_SCREEN, BG1); PA_SetTextTileCol(UP_SCREEN, TEXT_BLACK); weight = ((uinfo.userStage * 1000 ) + uinfo.userScore) / 3; PA_OutputText(UP_SCREEN, 10, 12, "%d.%d g", weight / 100, weight % 100); while (1) { if (Stylus.Newpress) { UnLoad_Sound(); newGame = TRUE; // 새로운 게임. return; } PA_WaitForVBL(); // 60프레임 유지 } }
int main() { int heroX=0; srand(time(NULL)); Dong dong1={rand()%255,0}; Dong dong2={rand()%255,0}; Dong dong3={rand()%255,0}; Dong dong4={rand()%255,0}; Dong dong5={rand()%255,0}; Dong dong6={rand()%255,0}; Dong dong7={rand()%255,0}; PA_Init(); // Initializes PA_Lib PA_InitVBL(); // Initializes a standard VBL PA_InitSound(); PA_PlayMod(modfile); // Infinite loop to keep the program running while (1) { int score=0; static int scoreRank1=0, scoreRank2=0, scoreRank3=0; PA_EasyBgLoad(UP_SCREEN, BG2, mainup); PA_EasyBgLoad(DOWN_SCREEN, BG2, Menu); int selnum=0; selnum = sel_menu(); if(selnum == 1){ GAMESTART: //�������� PA_EasyBgLoad(UP_SCREEN, BG2, backgroundUp); PA_EasyBgLoad(DOWN_SCREEN, BG2, backgroundDown); PA_WaitForVBL(); //ij���� ���� PA_LoadSpritePal(DOWN_SCREEN,0,(void*)frames_Pal); PA_CreateSprite(DOWN_SCREEN,0,(void*)frames_Sprite, OBJ_SIZE_16X32, 1, 0, 128-16, 192-32); PA_DualLoadSpritePal(2,(void*)dong_Pal); PA_DualLoadSpritePal(3,(void*)dong_Pal); PA_DualLoadSpritePal(4,(void*)dong_Pal); PA_DualLoadSpritePal(5,(void*)dong_Pal); PA_DualLoadSpritePal(6,(void*)dong_Pal); PA_DualLoadSpritePal(7,(void*)dong_Pal); PA_DualLoadSpritePal(8,(void*)dong_Pal); PA_DualCreateSprite(2,(void*)dong_Sprite, OBJ_SIZE_16X16,1,2,0,0); PA_DualCreateSprite(3,(void*)dong_Sprite, OBJ_SIZE_16X16,1,3,0,0); PA_DualCreateSprite(4,(void*)dong_Sprite, OBJ_SIZE_16X16,1,4,0,0); PA_DualCreateSprite(5,(void*)dong_Sprite, OBJ_SIZE_16X16,1,5,0,0); PA_DualCreateSprite(6,(void*)dong_Sprite, OBJ_SIZE_16X16,1,6,0,0); PA_DualCreateSprite(7,(void*)dong_Sprite, OBJ_SIZE_16X16,1,6,0,0); PA_DualCreateSprite(8,(void*)dong_Sprite, OBJ_SIZE_16X16,1,6,0,0); /* �ؽ�Ʈ ���� �κ� */ PA_InitText(UP_SCREEN, BG0); PA_SetTextTileCol(UP_SCREEN, 9); PA_OutputText(DOWN_SCREEN, 1, 21, "test"); //PA_DualSetSpriteAnim(2,2); //PA_DualSetSpriteAnim(3,3); while(true){ if(Pad.Held.Right && heroX<256-16){ PA_SetSpriteAnim(0,0,1); heroX+=10; } if(Pad.Held.Left && heroX>0){ PA_SetSpriteAnim(0,0,3); heroX-=10; } PA_SetSpriteXY(DOWN_SCREEN,0,heroX,192-32); PA_WaitForVBL(); //--------------------------------------------------------------- dong1.y+=10; if(dong1.y>410){ score+=100; dong1.y=0; dong1.x =rand()%255; } dong2.y+=11; if(dong2.y>410){ score+=100; dong2.y=0; dong2.x =rand()%255; } dong3.y+=12; if(dong3.y>410){ score+=100; dong3.y=0; dong3.x =rand()%255; } dong4.y+=13; if(dong4.y>410){ score+=100; dong4.y=0; dong4.x =rand()%255; } dong5.y+=14; if(dong5.y>410){ score+=100; dong5.y=0; dong5.x =rand()%255; } dong6.y+=15; if(dong6.y>410){ score+=100; dong6.y=0; dong6.x =rand()%255; } dong7.y+=16; if(dong7.y>410){ score+=100; dong7.y=0; dong7.x =rand()%255; } PA_OutputText(UP_SCREEN, 0, 0, "score = %d",score); PA_WaitForVBL(); PA_DualSetSpriteXY(2,dong1.x,dong1.y); PA_WaitForVBL(); PA_DualSetSpriteXY(3,dong2.x,dong2.y); PA_WaitForVBL(); PA_DualSetSpriteXY(4,dong3.x,dong3.y); PA_WaitForVBL(); PA_DualSetSpriteXY(5,dong4.x,dong4.y); PA_WaitForVBL(); PA_DualSetSpriteXY(6,dong5.x,dong5.y); PA_WaitForVBL(); PA_DualSetSpriteXY(7,dong6.x,dong6.y); PA_WaitForVBL(); PA_DualSetSpriteXY(8,dong7.x,dong7.y); if(dong1.y>390 && (heroX+16)>dong1.x && heroX<(dong1.x+16)) break; if(dong2.y>390 && (heroX+16)>dong2.x && heroX<(dong2.x+16)) break; if(dong3.y>390 && (heroX+16)>dong3.x && heroX<(dong3.x+16)) break; if(dong4.y>390 && (heroX+16)>dong4.x && heroX<(dong4.x+16)) break; if(dong5.y>390 && (heroX+16)>dong5.x && heroX<(dong5.x+16)) break; if(dong6.y>390 && (heroX+16)>dong6.x && heroX<(dong6.x+16)) break; if(dong7.y>390 && (heroX+16)>dong7.x && heroX<(dong7.x+16)) break; } PA_WaitForVBL(); PA_EasyBgLoad(UP_SCREEN, BG2, gameoverUp); //����ȭ�� gameover PA_EasyBgLoad(DOWN_SCREEN, BG2, gameoverDown); //����ȭ�� gameover PA_DeleteSprite(DOWN_SCREEN, 0); //���� ������ PA_DualDeleteSprite(2); //�������� PA_DualDeleteSprite(3); //�������� PA_DualDeleteSprite(4); //�������� PA_DualDeleteSprite(5); //�������� PA_DualDeleteSprite(6); //�������� PA_DualDeleteSprite(7); //�������� PA_DualDeleteSprite(8); //�������� PA_InitText(UP_SCREEN, BG0); //�ؽ�Ʈ �ʱ�ȭ PA_SetTextTileCol(UP_SCREEN, 9); //�ؽ�Ʈ �� ������ ���� PA_OutputText(UP_SCREEN, 10, 13, "score = %d",score); ret_next(); //�Է´��� //--------�ʱ�ȭ if(score>=scoreRank1){ //1�� scoreRank3=scoreRank2; scoreRank2=scoreRank1; scoreRank1=score; } else if(score>=scoreRank2){//2�� scoreRank3=scoreRank2; scoreRank2=score; } else if(score>=scoreRank3){//3�� scoreRank3=score; } score=0; dong1.x=rand()%255; dong1.y=0; dong2.x=rand()%255; dong2.y=0; dong3.x=rand()%255; dong3.y=0; dong4.x=rand()%255; dong4.y=0; dong5.x=rand()%255; dong5.y=0; dong6.x=rand()%255; dong4.y=0; dong7.x=rand()%255; dong5.y=0; PA_InitText(UP_SCREEN, BG0); //�ؽ�Ʈ �ʱ�ȭ PA_WaitForVBL(); } else if(selnum == 2){ //��ũ ȭ�� PA_WaitForVBL(); PA_EasyBgLoad(UP_SCREEN, BG2, rankingUp); //����ȭ�� rankingUp PA_EasyBgLoad(DOWN_SCREEN, BG2, rankingDown); //����ȭ�� rankingDown PA_InitText(UP_SCREEN, BG0); //�ؽ�Ʈ �ʱ�ȭ PA_SetTextTileCol(UP_SCREEN, 9); //�ؽ�Ʈ �� ������ ���� PA_OutputText(UP_SCREEN, 10, 13, "Rank 1! = %d",scoreRank1); PA_OutputText(UP_SCREEN, 10, 15, "Rank 2! = %d",scoreRank2); PA_OutputText(UP_SCREEN, 10, 17, "Rank 3! = %d",scoreRank3); ret_next(); //�Է´��� PA_InitText(UP_SCREEN, BG0); //�ؽ�Ʈ �ʱ�ȭ goto GAMESTART; } else ; PA_WaitForVBL(); } return 0; }
int main(){ // Initialisation de la PAlib de l'affichage et du son PA_Init(); // Initialisation de la PALib PA_InitVBL(); // Initialisation de l'affichage AS_Init(AS_MODE_16CH); //son AS_SetDefaultSettings(AS_PCM_8BIT, 16384, 0); //son (type,rate) splash(); //Splashscreen // Initialisation du texte PA_LoadDefaultText(0, 0); //bas PA_LoadDefaultText(1, 0); //haut PA_SetTextTileCol(1, TEXT_BLACK); // texte en noir (haut) PA_SetTextTileCol(0, TEXT_BLACK); // texte en noir (bas) //Palettes des couleurs pour les sprites des boutons (une seule suffit) (numéro 1) PA_LoadSpritePal(0, 1, (void*)plus_Pal); PA_LoadBackground(1, 1, &titre); // background de l'écran du haut //Accueil AS_SoundDefaultPlay(pinball, pinball_size, 127, 64, true, 0); //musique de fond en boucle fonduentree(); //fondu d'entrée if(PA_UserInfo.Language == 2) { PA_LoadBackground(0, 1, &jouer); } else { PA_LoadBackground(0, 1, &play); } PA_OutputText(1, 17, 8, "2.1"); //version PA_WaitFor(Pad.Newpress.Anykey || Stylus.Newpress); AS_SoundQuickPlay(clic); fondusortie(); //Nouvelle partie : etiquette et reset debut: PA_ClearTextBg(0); //efface tout le texte PA_ResetSpriteSys(); //efface tout les sprites PA_OutputText(1,1,22," "); // Les variables u32 nmax = 0; //Nombre maximal u32 nmin = 0; //Nombre minimal u32 coup = 0; //Nombre de coups u32 nombre = 0; //Nombre (valeur de départ) u32 diff = 0; u32 temps = 0; //Sélection de la difficulté. fonduentree(); PA_LoadBackground(0, 1, &niveau); while(1) { if(PA_UserInfo.Language == 2) { PA_OutputText(0,5,4,"Facile (B)"); PA_OutputText(0,5,5,"(entre 10 et 25)"); PA_OutputText(0,5,11,"Normal (Y)"); PA_OutputText(0,5,12,"(entre 10 et 60)"); PA_OutputText(0,5,18,"Difficile (X)"); PA_OutputText(0,5,19,"(entre 10 et 95)"); } else { PA_OutputText(0,5,4,"Easy (B)"); PA_OutputText(0,5,5,"(between 10 and 25)"); PA_OutputText(0,5,11,"Normal (Y)"); PA_OutputText(0,5,12,"(between 10 and 60)"); PA_OutputText(0,5,18,"Hard (X)"); PA_OutputText(0,5,19,"(between 10 and 95)"); } if((PA_StylusInZone(29, 21, 227, 57) && Stylus.Newpress) || Pad.Newpress.A) { nombre = 12; nmax = 25; nmin = 10; diff = 1; break; } if((PA_StylusInZone(29, 79, 227, 115) && Stylus.Newpress) || Pad.Newpress.A) { nombre = 35; nmax = 60; nmin = 10; diff = 2; break; } if((PA_StylusInZone(29, 135, 227, 170) && Stylus.Newpress) || Pad.Newpress.A) { nombre = 52; nmax = 95; nmin = 10; diff = 3; break; } PA_WaitForVBL(); } u32 dsnum = PA_RandMinMax(nmin, nmax); //La valeur aléatoire entre 40 et 70 PA_LoadBackground(0, 1, &jeu); //chargement du bg de jeu //Reset pour effacer l'écran de choix de la difficulté PA_ClearTextBg(0); //Bouton + - et +5 -5 PA_CreateSprite(0, 0, (void*)plus_Sprite, OBJ_SIZE_32X32, 1, 1, 40, 33); PA_CreateSprite(0, 1, (void*)moins_Sprite, OBJ_SIZE_32X32, 1, 1, 40, 110); PA_CreateSprite(0, 2, (void*)okb_Sprite, OBJ_SIZE_32X32, 1, 1, 218, 157); PA_CreateSprite(0, 4, (void*)moins5_Sprite, OBJ_SIZE_32X32, 1, 1, 75, 110); PA_CreateSprite(0, 5, (void*)plus5_Sprite, OBJ_SIZE_32X32, 1, 1, 75, 33); // Boucle principale PA_VBLCounterStart(0); while (1) { PA_OutputText(0,8,22,"%d", coup); //PA_OutputText(1,1,20,"La DS pense à : %d", dsnum); // Débug //PA_OutputText(1,1,19,"Temps : %d", PA_VBLCounter[0]/60); // Débug if(PA_UserInfo.Language == 2) { if(diff == 1) { PA_OutputText(1,1,22,"Facile (entre %d et %d)",nmin, nmax); } if(diff == 2) { PA_OutputText(1,1,22,"Normal (entre %d et %d)",nmin, nmax); } if(diff == 3) { PA_OutputText(1,1,22,"Difficile (entre %d et %d)",nmin, nmax); } } else { if(diff == 1) { PA_OutputText(1,1,22,"Easy (between %d and %d)",nmin, nmax); } if(diff == 2) { PA_OutputText(1,1,22,"Normal (between %d and %d)",nmin, nmax); } if(diff == 3) { PA_OutputText(1,1,22,"Hard (between %d and %d)",nmin, nmax); } } if(PA_UserInfo.Language == 2) { PA_OutputText(0,4,10,"Votre nombre:"); } else { PA_OutputText(0,4,10,"Your number:"); } PA_OutputText(0,4,12,"%d", nombre); if(PA_UserInfo.Language == 2) { PA_OutputText(0,1,22,"Coups:"); } else { PA_OutputText(0,1,22,"Tries:"); } if(Pad.Newpress.Up || (Stylus.Newpress && PA_SpriteTouched(0))) { nombre++; AS_SoundQuickPlay(clic); } if(Pad.Newpress.Down || (Stylus.Newpress && PA_SpriteTouched(1))) { nombre--; AS_SoundQuickPlay(clic); } if(Pad.Newpress.Left || (Stylus.Newpress && PA_SpriteTouched(4))) { nombre = nombre - 5; AS_SoundQuickPlay(clic); } if(Pad.Newpress.Right || (Stylus.Newpress && PA_SpriteTouched(5))) { nombre = nombre + 5; AS_SoundQuickPlay(clic); } if(nombre < nmin) { nombre = nmin; } if(nombre > nmax) { nombre = nmax; } if((PA_SpriteTouched(2) && Stylus.Newpress) || Pad.Newpress.A) { coup++; AS_SoundQuickPlay(clic); if (dsnum > nombre) { PA_OutputText(0,25,11," "); PA_OutputText(0,25,11,"Plus !"); } if (dsnum < nombre) { PA_OutputText(0,25,11," "); if(PA_UserInfo.Language == 2) { PA_OutputText(0,25,11,"Moins !"); } else { PA_OutputText(0,25,11,"Minus !"); } } if (dsnum == nombre) { temps = PA_VBLCounter[0]/60; PA_WaitFor(Stylus.Released || Pad.Released.A); PA_ResetSpriteSys(); PA_LoadBackground(0, 1, &gagne); PA_ClearTextBg(0); //efface tout le texte AS_SoundQuickPlay(ok); //Smiley qui applaudit PA_LoadSpritePal(0, 0, (void*)applaudissement_Pal); // la palette du smiley (num 0) PA_CreateSprite(0, 3,(void*)applaudissement_Sprite, OBJ_SIZE_32X32,1, 0, 180, 45); PA_StartSpriteAnimEx(0, 3, 0, 4, 12, ANIM_LOOP, 7); if(PA_UserInfo.Language == 2) { PA_OutputText(0,15,6,"Gagné !"); PA_OutputText(0,6,8,"Vous avez trouvé %d", dsnum); PA_OutputText(0,6,9,"en %d secondes", temps); PA_OutputText(0,6,10,"et %d coups.", coup); PA_OutputText(0,6,16,"START ou touchez"); PA_OutputText(0,6,17,"l'écran pour rejouer."); } else { PA_OutputText(0,15,6,"Win !"); PA_OutputText(0,6,9,"You find %d", dsnum); PA_OutputText(0,6,10,"in %d seconds", temps); PA_OutputText(0,6,11,"and %d tests. ", coup); PA_OutputText(0,6,15,"START or touch"); PA_OutputText(0,6,16,"the screen to replay."); } //Recommencer le jeu avec l'etiquette debut PA_WaitFor(Stylus.Newpress || Pad.Newpress.Start); AS_SoundQuickPlay(clic); goto debut; } } PA_WaitForVBL(); //Rafraichissement à ne pas bouger/enlever } return 0; }
int main() { PA_Init(); // Initialisation de la PALib PA_InitVBL(); // Initialisation de l'affichage splash(); // Initialisation du texte, de la palette et du son PA_LoadDefaultText(0, 0); //bas PA_LoadDefaultText(1, 0); //haut PA_SetTextTileCol(1, TEXT_BLACK); // texte en noir (haut) PA_SetTextTileCol(0, TEXT_BLACK); // texte en noir (bas) PA_LoadSpritePal(0, 1, (void*)feu_Pal); // palette du feu PA_LoadSpritePal(0, 2, (void*)mario_Pal); //palette pour mario PA_LoadSpritePal(0, 3, (void*)boite_Pal); //palette pour la boite PA_LoadSpritePal(0, 4, (void*)piece_Pal); //palette pour la piece AS_Init(AS_MODE_16CH); //son AS_SetDefaultSettings(AS_PCM_8BIT, 8000, 0); //son (type,rate) AS_SoundDefaultPlay(fond_smgboss1, fond_smgboss1_size, 50, 64, true, 0); //musique de fond en boucle //Accueil accueil: fonduentree(); //fondu d'entrée PA_LoadBackground(0, 1, &jeu); PA_LoadBackground(1, 1, &titre); if(PA_UserInfo.Language == 2) { PA_OutputText(0, 3, 6, "Le but est d'appuyer"); PA_OutputText(0, 3, 7, "sur les boutons le"); PA_OutputText(0, 3, 8, "plus vite possible."); PA_OutputText(0, 3, 9, "Quand vous appuyez sur"); PA_OutputText(0, 3, 10, "un bouton, votre score"); PA_OutputText(0, 3, 11, "augmente de un."); PA_OutputText(0, 3, 16, "Appuyez sur un bouton"); PA_OutputText(0, 3, 17, "pour commencer !"); } else { PA_OutputText(0, 3, 6, "The aim is to press the"); PA_OutputText(0, 3, 7, "buttons as fast as you can."); PA_OutputText(0, 3, 8, "When a button is pressed,"); PA_OutputText(0, 3, 9, "it add 1 point to"); PA_OutputText(0, 3, 10, "your score."); PA_OutputText(0, 3, 16, "Press any button to start !"); } PA_WaitFor(Pad.Newpress.Anykey || Stylus.Newpress); //Variables u32 coups = 0; //A vos marques, pret, partez ! PA_ClearTextBg(0); //efface tout le texte du bas PA_VBLCounterStart(0); // compteur //A vos marques AS_SoundQuickPlay(un); PA_CreateSprite(0, 0, (void*)feu_Sprite, OBJ_SIZE_32X64, 1, 1, 200, 30); //feu, sprite 0 if(PA_UserInfo.Language == 2) { PA_OutputText(0, 3, 6, "A vos marques..."); } else { PA_OutputText(0, 3, 6, "Ready ?"); } PA_WaitFor(PA_VBLCounter[0]/60 == 2); //Pret AS_SoundQuickPlay(deux); PA_SetSpriteAnim(0, 0, 2); if(PA_UserInfo.Language == 2) { PA_OutputText(0, 3, 8, "Prêt ?"); } else { PA_OutputText(0, 3, 8, "Steady..."); } PA_WaitFor(PA_VBLCounter[0]/60 == 4); //Partez AS_SoundQuickPlay(trois); PA_SetSpriteAnim(0, 0, 1); if(PA_UserInfo.Language == 2) { PA_OutputText(0, 3, 10, "Partez !"); } else { PA_OutputText(0, 3, 10, "Go !"); } PA_WaitFor(PA_VBLCounter[0]/60 == 6); PA_ClearTextBg(0); //efface tout le texte du bas PA_DeleteSprite(0, 0); PA_CreateSprite(0, 1, (void*)mario_Sprite, OBJ_SIZE_32X32, 1, 2, 100, 100); //mario, sprite 1 avec palette 2 PA_CreateSprite(0, 2, (void*)boite_Sprite, OBJ_SIZE_16X16, 1, 3, 110, 84); //boite, sprite 2 avec palette 3 PA_CreateSprite(0, 3, (void*)piece_Sprite, OBJ_SIZE_8X16, 1, 4, 114, 68); //boite, sprite 2 avec palette 3 PA_VBLCounterStart(1); //compteur pour la partie à venir while(1) { PA_OutputText(0, 3, 7, "Score : %d", coups); if(PA_UserInfo.Language == 2) { PA_OutputText(0, 3, 6, "Partie en cours..."); PA_OutputText(0, 3, 8, "Temps : %d ", 20-(PA_VBLCounter[1]/60)); } else { PA_OutputText(0, 3, 6, "Game in progress..."); PA_OutputText(0, 3, 8, "Time : %d ", 20-(PA_VBLCounter[1]/60)); } //Incrémentation du score si la partie n'est pas fini if((Pad.Newpress.A || Pad.Newpress.B || Pad.Newpress.X || Pad.Newpress.Y || Pad.Newpress.L || Pad.Newpress.R || Stylus.Newpress || Pad.Newpress.Left || Pad.Newpress.Right || Pad.Newpress.Up || Pad.Newpress.Down) && PA_VBLCounter[1]/60 < 20) { PA_SetSpriteAnim(0, 1, 1); //fait sauter mario PA_SetSpriteAnim(0, 3, 1); //fait apparaitre une piece coups++; } //Lors du relachement des touches/stylet, les sprites reviennent a la normale if(Pad.Released.Anykey || Stylus.Released) { PA_SetSpriteAnim(0, 1, 0);//mario revient au sol PA_SetSpriteAnim(0, 3, 0); //et la piece disparait } //Fin de la partie if(PA_VBLCounter[1]/60 == 20) { //On efface le txt et les sprites PA_ClearTextBg(0); PA_DeleteSprite(0, 1); PA_DeleteSprite(0, 2); PA_DeleteSprite(0, 3); if(PA_UserInfo.Language == 2) { PA_OutputText(0, 3, 6, "Partie terminée !"); PA_OutputText(0, 3, 7, "Votre score : %d", coups); PA_OutputText(0, 3, 9, "Appuyez sur une touche"); PA_OutputText(0, 3, 10, "pour rejouer..."); } else { PA_OutputText(0, 3, 6, "End of the game !"); PA_OutputText(0, 3, 7, "Your score : %d", coups); PA_OutputText(0, 3, 9, "Press a button to"); PA_OutputText(0, 3, 10, "replay..."); } PA_WaitFor(PA_VBLCounter[1]/60 == 22); PA_WaitFor(Pad.Newpress.Anykey || Stylus.Newpress); goto accueil; } PA_CheckLid(); PA_WaitForVBL(); } return 0; }
/* 게임 */ void scr_Game() { /* 타이머 변수_초. */ int lastcount; // 이전 초. int currentcount; // 현재 초. u8 pressed = FALSE; PA_Init(); PA_InitVBL(); PA_LoadBackground(UP_SCREEN, BG3, &up); // 상단 디스플레이-타이틀화면 설정. PA_LoadBackground(DOWN_SCREEN, BG3, &down); // 하단 디스플레이-타이틀화면 설정. PA_InitText(UP_SCREEN, BG2); PA_SetTextTileCol(UP_SCREEN, TEXT_BLACK); /* 배경음악 플레이 */ if ( isplaying==FALSE ) { UnLoad_Sound(); AS_SoundDefaultPlay((u8*)bgm, (u32)bgm_size, 127, 64, TRUE, 0); isplaying = TRUE; } while (1) { int i; status = 0; lastcount = currentcount = 0; stageTime = 30; // 스테이지 제한시간 memoryTime = 10; scr_Stage(uinfo.userStage); PA_OutputText(UP_SCREEN, 10, 2, "Stage : %d", uinfo.userStage); PA_OutputText(UP_SCREEN, 10, 5, "Score : %d", uinfo.userScore); PA_OutputText(UP_SCREEN, 10, 7, "Time : %d", memoryTime); PA_LoadSpritePal(UP_SCREEN, BLOCKPAL, (void*) Block_Pal); // 블럭 정보 스프라이트 팔레트 PA_LoadSpritePal(DOWN_SCREEN, BLOCKPAL, (void*) Block_Pal); // 게임 블럭 스프라이트 팔레트 for( i = 0; i < 5; i++){ PA_CreateSprite(UP_SCREEN, i, (void*) Block_Sprite, OBJ_SIZE_32X32, 1, BLOCKPAL, (40*i)+32, 135); PA_SetSpriteAnim(UP_SCREEN, i, i); } view_block(); //블럭 보여줌 PA_VBLCountersReset(); // 카운터 초기화. PA_VBLCounterStart(0); // 카운터 시작. while (1) { // 보여주는 시간 /* 카운터 초기화 및 시작 */ currentcount = (PA_VBLCounter[0] / 60); if (lastcount != currentcount) { memoryTime -= (currentcount - lastcount); lastcount = currentcount; PA_ClearTextBg(UP_SCREEN); PA_OutputText(UP_SCREEN, 10, 2, "Stage : %d", uinfo.userStage); PA_OutputText(UP_SCREEN, 10, 5, "Score : %d", uinfo.userScore); PA_OutputText(UP_SCREEN, 10, 7, "Time : %d", memoryTime); } if(memoryTime == 0){ block_init(); // 블럭 초기화 break ; // 0이하가 되면 본게임으로 } PA_WaitForVBL(); } //vTaskResume(Touch_Task); PA_OutputText(UP_SCREEN, 10, 7, "Time : %d", stageTime); while (1) { //일단 잘못 누르면 게임 오버로 만들기. //버튼 인식 받고 그 정보로 메모리 성공, 실패, 게임중 선택 하는 함수 추가 /* 카운터 초기화 및 시작 */ currentcount = (PA_VBLCounter[0] / 60); if (lastcount != currentcount) { stageTime -= (currentcount - lastcount); lastcount = currentcount; PA_ClearTextBg(UP_SCREEN); PA_OutputText(UP_SCREEN, 10, 2, "Stage : %d", uinfo.userStage); PA_OutputText(UP_SCREEN, 10, 5, "Score : %d", uinfo.userScore); PA_OutputText(UP_SCREEN, 10, 7, "Time : %d", stageTime); } if (stageTime == 0 || status == 1) return; //게임 나가기 if (Stylus.Newpress) { for (i = 0; i < 16; i++) { if ((pressed == FALSE) && PA_SpriteTouched(i)) { status = block_reload(i); pressed = TRUE; } else if ((pressed == TRUE) && !PA_SpriteTouched(i)) { pressed = FALSE; } } } if(check_win()){ ++uinfo.userStage; break; } PA_WaitForVBL(); } vTaskSuspend(Touch_Task); } }
/* 게임 */ void scr_Game() { int lastcount; // 이전 초 int currentcount; // 현재 초 PA_Init(); PA_InitVBL(); AS_SoundDefaultPlay((u8*) bgm, (u32) bgm_size, 127, 64, TRUE, 0); while (1) { int i; lastcount = currentcount = 0; stageTime = 30; // 스테이지 제한시간 memoryTime = 10; UnLoad_Screen(); PA_LoadBackground(UP_SCREEN, BG3, &up); // 상단 디스플레이-타이틀화면 설정. PA_LoadBackground(DOWN_SCREEN, BG3, &down); // 하단 디스플레이-타이틀화면 설정. PA_InitText(UP_SCREEN, BG2); PA_SetTextTileCol(UP_SCREEN, TEXT_RED); userBlock_init(); scr_Stage(uinfo.userStage); Memory_info(); PA_LoadSpritePal(UP_SCREEN, BLOCKPAL, (void*) Block_Pal); // 블럭 정보 스프라이트 팔레트 PA_LoadSpritePal(DOWN_SCREEN, BLOCKPAL, (void*) Block_Pal); // 게임 블럭 스프라이트 팔레트 for (i = 0; i < 5; i++) { // 위 화면에 블럭의 변화를 보여주는 sprite 생성 PA_CreateSprite(UP_SCREEN, i, (void*) Block_Sprite, OBJ_SIZE_32X32, 1, BLOCKPAL, (40 * i) + 32, 135); PA_SetSpriteAnim(UP_SCREEN, i, i); } view_block(); PA_VBLCountersReset(); // 카운터 초기화. PA_VBLCounterStart(0); // 카운터 시작. while (1) { currentcount = (PA_VBLCounter[0] / 60); if (lastcount != currentcount) { // 메모리 타임 체크 memoryTime -= (currentcount - lastcount); lastcount = currentcount; Memory_info(); } if (memoryTime == 0) { // 0이하가 되면 본게임으로 AS_SoundDefaultPlay((u8*) blind, (u32) blind_size, 80, 64, FALSE,0); PA_DeleteSprite(DOWN_SCREEN, BLOCKPAL); block_init(); // 블럭 초기화 break; } if (NDS_SWITCH() == KEY_START) memoryTime = 0; PA_WaitForVBL(); } Gaming_info(); while (1) { currentcount = (PA_VBLCounter[0] / 60); if (lastcount != currentcount) { // 게임 시간 체크 stageTime -= (currentcount - lastcount); lastcount = currentcount; Gaming_info(); } if (stageTime <= 0) { //게임 나가기 UnLoad_Sound(); return; } if (Stylus.Newpress) { for (i = 0; i < BLOCKS_NUM; i++){ if (PA_SpriteTouched(i)) block_reload(i); } } if (check_clear()) { // 게임 진행 상태 체크 uinfo.userStage++; // 스테이지 업 AS_SoundDefaultPlay((u8*) stageup, (u32) stageup_size, 45, 64, FALSE,0); break; } PA_WaitForVBL(); } } }