Exemplo n.º 1
0
static void beastScrollingFX(){
	u32 hscrollInc = 0;
	u16 vblCount = 0;
	u16 vramIndex = TILE_USERINDEX;
	short i;
	Sprite sprites[BALL_COUNT];

	SYS_disableInts();

	VDP_clearPlan(APLAN, 0);
	VDP_clearPlan(BPLAN, 0);
	/* Set a larger tileplan to be able to scroll */
	VDP_setPlanSize(64, 32);

	/* Draw the foreground */
	VDP_setPalette(PAL1, ground.palette->data);
	VDP_drawImageEx(BPLAN, &ground, TILE_ATTR_FULL(PAL1, FALSE, FALSE, FALSE, vramIndex), 0, 4, FALSE, FALSE);
	VDP_drawImageEx(BPLAN, &ground, TILE_ATTR_FULL(PAL1, FALSE, FALSE, FALSE, vramIndex), 24, 4, FALSE, FALSE);
	vramIndex += ground.tileset->numTile;

	VDP_setPalette(PAL0, rse_logo.palette->data);
	VDP_drawImageEx(APLAN, &rse_logo, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, vramIndex), 0, 6, FALSE, FALSE);
	vramIndex += rse_logo.tileset->numTile;	    	

	for(i = 0; i < BALL_COUNT; i++)
		SPR_initSprite(&sprites[i], &ball_metal, 0, 0, TILE_ATTR_FULL(PAL2, TRUE, FALSE, FALSE, 0));

	VDP_setPalette(PAL2, ball_metal.palette->data);
	SPR_init(BALL_COUNT);

	SYS_enableInts();

	SND_startPlay_XGM(midnight);

	while (1){
		hscrollInc = 0;
		VDP_waitVSync();
		VDP_setHorizontalScroll(PLAN_B, -vblCount);
		VDP_setHorizontalScroll(PLAN_A, sinFix16(vblCount << 2));

		for(i = 0; i < BALL_COUNT; i++)
		{
			// SPR_setPosition(&sprites[i], 160 + sinFix16((vblCount << 2) + (i << 5)), 100 + cosFix16((vblCount << 3) + (i << 3)));
			sprites[i].x = (160 + 0x80) + sinFix16((vblCount << 2) + (i << 5));
			sprites[i].y = (100 + 0x80) + cosFix16((vblCount << 3) + (i << 3));
		}

		SPR_update(sprites, BALL_COUNT);
		vblCount += 1;
	}
}
Exemplo n.º 2
0
static void fastStarFieldFX()
{
	u16 vramIndex = TILE_USERINDEX;
	s16 i, ns, s;
	Sprite sprites[256];

	SYS_disableInts();

	VDP_clearPlan(APLAN, 0);
	VDP_clearPlan(BPLAN, 0);
	VDP_setPlanSize(32, 32);

	/* Draw the foreground */
	VDP_drawImageEx(BPLAN, &starfield, TILE_ATTR_FULL(PAL1, FALSE, FALSE, FALSE, vramIndex), 0, 0, TRUE, FALSE);
	vramIndex += starfield.tileset->numTile; 	

	/*	Set the proper scrolling mode (line by line) */
	VDP_setScrollingMode(HSCROLL_LINE, VSCROLL_PLANE);

	/*	Create the scrolling offset table */
	s = 1;
	for(i = 0; i < TABLE_LEN; i++)
	{
		scroll_PLAN_B[i] = 0;
		do
		{
			ns = -((random() % 3) + 1);
		}
		while (ns == s);
		scroll_speed[i] = ns;
		s = ns;
	}

	/* Setup the sprites */
	SPR_init(256);
	for(i = 0; i < MAX_DONUT; i++)
	    SPR_initSprite(&sprites[i], &donut, 0, 0, TILE_ATTR_FULL(PAL2, TRUE, FALSE, FALSE, 0));

	SPR_update(sprites, MAX_DONUT);

	VDP_setPalette(PAL2, donut.palette->data);	    	

	SYS_enableInts();

	/*	Start !!!! */
	s = 0;
	while (TRUE)
	{
		VDP_waitVSync();
		BMP_showFPS(1);

		/* 	Scroll the starfield */
		VDP_setHorizontalScrollLine(PLAN_B, 2, scroll_PLAN_B, TABLE_LEN, TRUE);
		for(i = 0; i < TABLE_LEN; i++)
			scroll_PLAN_B[i] = (scroll_PLAN_B[i] + scroll_speed[i]) & 0xFF;

		/*	Animate the donuts */
		for(i = 0; i < MAX_DONUT; i++)
		{
	        // SPR_setPosition(&sprites[i], (cosFix16(s + (i << 5)) << 1) + 160 - 16, sinFix16(s + (i << 5)) + 112 - 16);
	        sprites[i].x = (cosFix16(s + (i << 5)) << 1) + 160 - 16 + 0x80;
	        sprites[i].y = sinFix16(s + (i << 5)) + 112 - 16 + 0x80;
			SPR_setFrame(&sprites[i], ((s >> 4) + i) & 0x7);
		}

		s += 4;	
		SPR_update(sprites, MAX_DONUT);
	}
}