void initBoard() { int x,y,c; for (y = 0; y != BOARD_Y; y++) { for (x = 0; x != BOARD_X; x++) { c = (custrand() % 4) + 1; board[y][x].id = c; board[y][x].selected = 0; } } VDP_resetSprites(); cursor.posx = 0; cursor.posy = 0; cursor.size = SPRITE_SIZE(2, 2); cursor.tile_attr = TILE_ATTR_FULL(PAL1, PRIORITY_HIGH, FALSE, FALSE, TILE_USERINDEX); cursor.link = 0; VDP_setSpriteP(0, &cursor); VDP_updateSprites(); SND_startPlay_VGM(muz_gameplay1); }
void EnemyBulletDraw(ObjectStruct* enemyBulletObject) { enemyBulletObject->sprite.link = spriteDrawIndex + 1; VDP_setSpriteP(spriteDrawIndex, &enemyBulletObject->sprite); spriteDrawIndex++; }
void BulletDraw(ObjectStruct* bulletObject) { bulletObject->sprite.link = spriteDrawIndex + 1; VDP_setSpriteP(spriteDrawIndex, &bulletObject->sprite); spriteDrawIndex++; }