Пример #1
0
int main() {
    /* Turn on the 2D graphics core. */
    powerOn(POWER_ALL_2D);

    /*
     *  Configure the VRAM and background control registers.
     *
     *  Place the main screen on the bottom physical screen. Then arrange the
     *  VRAM banks. Next, confiure the background control registers.
     */
    lcdMainOnBottom();
    initVideo();
    initBackgrounds();

    /* Set up a few sprites. */
    SpriteInfo spriteInfo[SPRITE_COUNT];
    OAMTable *oam = new OAMTable();
    initOAM(oam);
    initSprites(oam, spriteInfo);

    /* Display the backgrounds. */
    displayStarField();
    displayPlanet();
    displaySplash();

    /* Make the ship object. */
    static const int SHUTTLE_OAM_ID = 0;
    SpriteEntry * shipEntry = &oam->oamBuffer[SHUTTLE_OAM_ID];
    SpriteRotation * shipRotation = &oam->matrixBuffer[SHUTTLE_OAM_ID];
    Ship * ship = new Ship(&spriteInfo[SHUTTLE_OAM_ID]);

    /* Accelerate the ship for a little while to make it move. */
    for (int i = 0; i < 10; i++) {
        ship->accelerate();
    }

    for (;;) {
        /* Update the game state. */
        ship->moveShip();

        /* Update sprite attributes. */
        MathVector2D<float> position = ship->getPosition();
        shipEntry->x = (int)position.x;
        shipEntry->y = (int)position.y;
        rotateSprite(shipRotation, -ship->getAngleDeg());

        /*
         *  Update the OAM.
         *
         *  We have to copy our copy of OAM data into the actual OAM during
         *  VBlank (writes to it are locked during other times).
         */
        swiWaitForVBlank();
        updateOAM(oam);
    }

    return 0;
}
Пример #2
0
void ScreenEngine::ClearSprites()
{
  _sprite_gfx_next_address = 0;

  _spriteObject.clear();

  Sprite::_next_address = 0;

  initOAM();
  updateOAM();
}
Пример #3
0
ScreenEngine::ScreenEngine(int pId) : Screen()
{
	_id = pId;

	if (pId == 0)
	{
		_oam = OAM;

		_bg_gfx = BG_GFX;
		_bg_pal = BG_PALETTE;

		_sprite_pal = SPRITE_PALETTE;
		_sprite_gfx = SPRITE_GFX;

		_reg_cr = &DISPLAY_CR;

		_reg_mosaic_cr = &MOSAIC_CR; 
		_reg_blend_cr = &BLEND_CR; 
		_reg_blend_y = &BLEND_Y; 
		_reg_blend_ab = &BLEND_AB; 

	} 
	else 
	{
		_oam = OAM_SUB;

		_bg_gfx = BG_GFX_SUB;
		_bg_pal = BG_PALETTE_SUB;

		_sprite_pal = SPRITE_PALETTE_SUB;
		_sprite_gfx = SPRITE_GFX_SUB;

		_reg_cr = &SUB_DISPLAY_CR;

		_reg_mosaic_cr = &SUB_MOSAIC_CR; 
		_reg_blend_cr = &SUB_BLEND_CR; 
		_reg_blend_y = &SUB_BLEND_Y; 
		_reg_blend_ab = &SUB_BLEND_AB; 
	}

	_sprites = new SpriteEntry[128];
	_sprite_rotations = (SpriteRotation *)_sprites;

	initOAM();
	updateOAM();

	_sprite_gfx_next_address = 0;

}
Пример #4
0
//---------------------------------------------------------------------------------
int main(void) {
//---------------------------------------------------------------------------------
	int min_x  = 4096 , min_y  = 4096, max_x  = 0, max_y   = 0;
	int min_px = 4096 , min_py = 4096, max_px = 0 , max_py = 0;
	touchPosition touch;

	// put the main screen on the bottom lcd
	lcdMainOnBottom();

	initOAM();
    //enable vram and map it to the right places
    vramSetMainBanks(   VRAM_A_MAIN_SPRITE,        //A and B maped consecutively as sprite memory
                        VRAM_B_MAIN_SPRITE,        //this gives us 256KB which is the max
                        VRAM_C_MAIN_BG_0x06000000,  //map C to background memory
                        VRAM_D_LCD                 //not using D
                        ); 
   
   //set the video mode
    videoSetMode(  MODE_0_2D | 
                   DISPLAY_SPR_ACTIVE |		//turn on sprites
                   DISPLAY_BG0_ACTIVE |		//turn on background 0
                   DISPLAY_SPR_1D			//this is used when in tile mode
                    );

	int i;
	
	// Sprite initialisation
	for(i = 0; i < 256; i++)
		SPRITE_PALETTE[i] = ((u16*)ballpalette_bin)[i];

	for(i = 0; i< 32*16; i++)
		SPRITE_GFX[i] = ((u16*)balldata_bin)[i];

 
	consoleInit(0, 0,BgType_Text4bpp, BgSize_T_256x256, 31,0, true, true); 
 
	iprintf("\x1b[4;8HTouch Screen Test");
	iprintf("\x1b[15;4HRight Shoulder toggles");
 
	while(1) {

		swiWaitForVBlank();
		updateOAM();

		// read the button states
		scanKeys();

		// read the touchscreen coordinates
		touchRead(&touch);
		
		int pressed = keysDown();	// buttons pressed this loop
		int held = keysHeld();		// buttons currently held

		// Right Shoulder button toggles the mode
		if ( pressed & KEY_R) TouchType ^= SINGLE;

		iprintf("\x1b[14;4HTouch mode: %s",TouchType==CONTINUOUS?"CONTINUOUS ":"SINGLE SHOT");

		iprintf("\x1b[6;5HTouch x = %04X, %04X\n", touch.rawx, touch.px);
		iprintf("\x1b[7;5HTouch y = %04X, %04X\n", touch.rawy, touch.py);		

		iprintf("\x1b[0;18Hkeys: %08X\n", keysHeld());
		iprintf("\x1b[9;10HFrame %d\n", frame);

		if ( TouchType == SINGLE && !(pressed & KEY_TOUCH) ) continue;

		if ( !(held & KEY_TOUCH) || touch.rawx == 0 || touch.rawy == 0) continue;
		
		iprintf("\x1b[12;12H(%d,%d)      ",touch.px,touch.py);

		if ( touch.rawx > max_x)		max_x = touch.rawx;
		if ( touch.rawy > max_y)		max_y = touch.rawy;
		if ( touch.px > max_px)	max_px = touch.px;
		if ( touch.py > max_py)	max_py = touch.py;

		if ( touch.rawx < min_x)		min_x = touch.rawx;
		if ( touch.rawy < min_y)		min_y = touch.rawy;
		if ( touch.px < min_px)	min_px = touch.px;
		if ( touch.py < min_py)	min_py = touch.py;

		iprintf("\x1b[0;0H(%d,%d)      ",min_px,min_py);
		iprintf("\x1b[1;0H(%d,%d)      ",min_x,min_y);
		iprintf("\x1b[22;21H(%d,%d)",max_x,max_y);
		iprintf("\x1b[23;23H(%d,%d)",max_px,max_py);

		OAMCopy[0].attribute[2] = 0;
		OAMCopy[0].attribute[1] = ATTR1_SIZE_32 |((touch.px - 16) & 0x01FF);
		OAMCopy[0].attribute[0] = ATTR0_COLOR_256 | ATTR0_SQUARE | ((touch.py -16) & 0x00FF);
		
	}
	
 
	return 0;
}
Пример #5
0
int main() {
    /* Turn on the 2D graphics core. */
    powerOn(POWER_ALL_2D);

    /*
     *  Configure the VRAM and background control registers.
     *
     *  Place the main screen on the bottom physical screen. Then arrange the
     *  VRAM banks. Next, confiure the background control registers.
     */
    lcdMainOnBottom();
    initVideo();
    initBackgrounds();
    consoleDemoInit();
    

    /* Set up a few sprites. */
    SpriteInfo spriteInfo[SPRITE_COUNT];
    oam = new OAMTable();
    initOAM(oam);
    //initSprites(oam, spriteInfo);
    OAM_Manager oam_manager (spriteInfo,oam);
    Jogador jogador (spriteInfo, &oam_manager);
    jogador.initGfx ();

    NPC npc (spriteInfo, &oam_manager);
    npc.initGfx ();


    /*
     *  Update the OAM.
     *
     *  We have to copy our copy of OAM data into the actual OAM during VBlank
     *  (writes to it are locked during other times).
     */
    swiWaitForVBlank();
    updateOAM(oam);

    /* Loop forever so that the Nintendo DS doesn't reboot upon program
     * completion. */
    controle.reset ();
    for (;;) {
        consoleClear ();
        
        /* Update the game state. */
        updateInput();
        handleInput();

        jogador.update (&controle);
        npc.update (NULL);

       
        
        /*
         *  Update the OAM.
         *
         *  We have to copy our copy of OAM data into the actual OAM during
         *  VBlank (writes to it are locked during other times).
         */
        swiWaitForVBlank();
        updateOAM(oam);
    }

    return 0;
}
Пример #6
0
int main() {
    /* Turn on the 2D graphics core. */
    powerOn(POWER_ALL_2D);

    /*
     *  Configure the VRAM and background control registers.
     *
     *  Place the main screen on the bottom physical screen. Then arrange the
     *  VRAM banks. Next, confiure the background control registers.
     */
    lcdMainOnBottom();
    initVideo();
    initBackgrounds();

    /* Initialize maxmod using the memory based soundbank set up. */
    mmInitDefaultMem((mm_addr)soundbank_bin);

    /* Set up a few sprites. */
    SpriteInfo spriteInfo[SPRITE_COUNT];
    OAMTable *oam = new OAMTable();
    initOAM(oam);
    initSprites(oam, spriteInfo);

    /* Display the backgrounds. */
    displayStarField();
    displayPlanet();
    displaySplash();

    /*************************************************************************/

    /* Keep track of the touch screen coordinates. */
    touchPosition touch;

    /* Make the ship object. */
    static const int SHUTTLE_OAM_ID = 0;
    SpriteEntry * shipEntry = &oam->oamBuffer[SHUTTLE_OAM_ID];
    SpriteRotation * shipRotation = &oam->matrixBuffer[SHUTTLE_OAM_ID];
    Ship * ship = new Ship(&spriteInfo[SHUTTLE_OAM_ID]);

    /* Make the moon. */
    static const int MOON_OAM_ID = 1;
    SpriteEntry * moonEntry = &oam->oamBuffer[MOON_OAM_ID];
    SpriteInfo * moonInfo = &spriteInfo[MOON_OAM_ID];
    MathVector2D<int> * moonPos = new MathVector2D<int>();
    moonPos->x = moonEntry->x;
    moonPos->y = moonEntry->y;

    /* Set up sound data. */
    mmLoadEffect(SFX_THRUST);

    for (;;) {
        /* Update the game state. */
        updateInput(&touch);
        handleInput(ship, moonPos, moonInfo, &touch);
        ship->moveShip();

        /* Update ship sprite attributes. */
        MathVector2D<float> position = ship->getPosition();
        shipEntry->x = (int)position.x;
        shipEntry->y = (int)position.y;
        rotateSprite(shipRotation, -ship->getAngleDeg());
        /* Update moon sprite attributes. */
        moonEntry->x = (int)moonPos->x;
        moonEntry->y = (int)moonPos->y;

        /*
         *  Update the OAM.
         *
         *  We have to copy our copy of OAM data into the actual OAM during
         *  VBlank (writes to it are locked during other times).
         */
        swiWaitForVBlank();
        updateOAM(oam);
    }

    return 0;
}