Пример #1
0
/* Paints this actual game state */
void ds_g_game_paint() {
#ifdef DEBUG_KSDS
	sprintf(ds_global_string,"PA: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
	ds_gamestatus_debugOutput(1,0,5,ds_global_string,DS_C_STA_DEBUG2);
#endif
	
   /* First, updates the system */
   ds_camera_update(ds_3dsprite_getX(ds_global_juni.sprite),ds_3dsprite_getY(ds_global_juni.sprite));
	
#ifdef DEBUG_KSDS
	sprintf(ds_global_string,"PA<Cam>: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
	ds_gamestatus_debugOutput(1,0,6,ds_global_string,DS_C_STA_DEBUG2);
#endif
		
   /* Paints the dialogue */
   ds_dialogue_paint();   
#ifdef DEBUG_KSDS
  	sprintf(ds_global_string,"PA<Dia>: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
	ds_gamestatus_debugOutput(1,0,7,ds_global_string,DS_C_STA_DEBUG2);
#endif
		
   /* Paints the main screen - sprites */
   ds_3dsprite_drawAll(ds_camera_getX(),ds_camera_getY());
#ifdef DEBUG_KSDS
  	sprintf(ds_global_string,"PA<Post3D>: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
	ds_gamestatus_debugOutput(1,0,8,ds_global_string,DS_C_STA_DEBUG2);
#endif
}
Пример #2
0
void HBL_function(void){
   s16 vcount = PA_GetVcount();
   vcount++;
   if(vcount > 192) vcount = 0; // Get correct vcount
   fade = (vcount+(level*4)-192)>>2;   
   if(fade < 0) fade = 0;
   if(fade > 31) fade = 31;
   
   if(black) PA_SetBrightness(0, fade-31);
   else PA_SetBrightness(0, 31-fade);
}   
Пример #3
0
/* Manages the state of the game */
void ds_g_game_state() {
   
#ifdef DEBUG_KSDS   
   sprintf(ds_global_string,"ST: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
   ds_gamestatus_debugOutput(1,0,0,ds_global_string,DS_C_STA_DEBUG2);
#endif
   
   /* Initialize certain stuff */
   ds_global_juni.redGlow = 640;  // No Glow...
   ds_global_juni.cyanGlow = 640;  // No Glow...
   ds_global_world.shift = 0;     // We already shifted if we did so, thus init this variable!
   
   /* Manages Dialogue... in fact, prepares it for the interaction with Juni */   
   ds_dialogue_manageFirst();
#ifdef DEBUG_KSDS
	sprintf(ds_global_string,"ST<Dia>: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
	ds_gamestatus_debugOutput(1,0,1,ds_global_string,DS_C_STA_DEBUG2);   
#endif
	
   /* Manage the things that are specific to the map */
   ds_map_manage();
#ifdef DEBUG_KSDS
	sprintf(ds_global_string,"ST<Map>: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
	ds_gamestatus_debugOutput(1,0,2,ds_global_string,DS_C_STA_DEBUG2);
#endif
			   
   /* Manage all the objects and entities that have an specific handler */
   ds_objects_manage();
#ifdef DEBUG_KSDS
	sprintf(ds_global_string,"ST<Obj>: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
	ds_gamestatus_debugOutput(1,0,3,ds_global_string,DS_C_STA_DEBUG2);
#endif

   /* Manages Juni */   
   ds_juni_manage();
#ifdef DEBUG_KSDS
	sprintf(ds_global_string,"ST<Juni>: %ld (%d)      ", Tick(ds_global_timer),PA_GetVcount());
	ds_gamestatus_debugOutput(1,0,4,ds_global_string,DS_C_STA_DEBUG2);
#endif
}