void AS_ParseSets( void ) { AS_Init(); //Parse all the sets if ( AS_ParseFile( AMBIENT_SET_FILENAME, aSets ) == qfalse ) { Com_Error ( ERR_FATAL, S_COLOR_RED"ERROR: Couldn't load ambient sound sets from %s", AMBIENT_SET_FILENAME ); } // Com_Printf( "AS_ParseFile: Loaded %d of %d ambient set(s)\n", pMap.size(), numSets ); int iErrorsOccured = 0; for (namePrecache_m::iterator it = pMap->begin(); it != pMap->end(); ++it) { const char* str = (*it).first.c_str(); ambientSet_t *aSet = aSets->GetSet( str ); if (!aSet) { // I print these red instead of yellow because they're going to cause an ERR_DROP if they occur Com_Printf( S_COLOR_RED"ERROR: AS_ParseSets: Unable to find ambient soundset \"%s\"!\n",str); iErrorsOccured++; } } if (iErrorsOccured) { Com_Error( ERR_DROP, "....%d missing sound sets! (see above)\n", iErrorsOccured); } // //Done with the precache info, it will be rebuilt on a restart // pMap->clear(); // do NOT do this here now }
// Function: main() int main(int argc, char ** argv){ PA_Init(); // PA Init... PA_InitVBL(); // VBL Init... // Init the sound system AS_Init(AS_MODE_SURROUND | AS_MODE_16CH); AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND); PA_SetBgColor(0, PA_RGB(31, 31, 31)); // White background color // First, convert the gif to a sprite format... u8 *spritegfx = PA_GifToTiles((void*)Mollusk, // Gif file spritepal); // our palette // Next, load the sprite... PA_CreateSprite(0, 0, spritegfx, OBJ_SIZE_64X64, 1, 0, 64, 64); // Just like plain sprites ! PA_LoadSpritePal(0, 0, spritepal); // Just like plain palettes ! // spritegfx can be used over and over again to load other sprites... // If you do not need it anymore, use free(spritegfx); to free the memory it uses ! s32 spritex = -64; // Sprite position s32 pan = 0; // Audio panning PA_SetSpriteHflip(0, 0, 1); // Turn sprite around... again... while(1) { int channel0 = PA_PlaySimpleSound(Zoom); // Play sound... for (spritex = -64; spritex < 256; spritex +=2){ pan = spritex/2; if (pan < 0) pan = 0; if (pan > 127) pan = 127; // Limit range... PA_SetSpriteX(0, 0, spritex); PA_SetSoundChannelPan(channel0, pan); PA_WaitForVBL(); } PA_SetSpriteHflip(0, 0, 0); // Turn sprite around... int channel1 = PA_PlaySimpleSound(Zoom); for (spritex = 256; spritex > -65; spritex -=2){ pan = spritex/2; if (pan < 0) pan = 0; if (pan > 127) pan = 127; // Limit range... PA_SetSpriteX(0, 0, spritex); PA_SetSoundChannelPan(channel1, pan); PA_WaitForVBL(); } PA_SetSpriteHflip(0, 0, 1); // Turn sprite around... again... } return 0; } // End of main()
int main(int argc, char ** argv) { PA_Init(); PA_InitVBL(); PA_InitText(0, 0); PA_OutputSimpleText(0, 5, 1, "FAT loading of sounds"); // Init ASlib before you play sounds AS_Init(AS_MODE_SURROUND | AS_MODE_16CH); AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_NO_DELAY); fatInitDefault(); // Init for libfat. Automatically sets up DLDI and everything else you need for basic FAt access. PA_FatInitAllBuffers(); // Initialize all the memory buffers used by the FAT loading system PA_FatSetBasePath("DemoFiles/data"); // Set a base path from the card root to load your asset files from // Within this base asset folder: // all background binaries should be in /bg/ // 2D and 3D sprite and palette binaries in /sprites/ // and RAW format sound files in /sfx/ // Load a couple RAW format sounds from card FAT into memory for playback later. PA_FatLoadSfx("SFX_1", // A reference name for the loaded sound "saberoff"); // The name of sound effect in EFS to load (minus the ".RAW" extension) PA_FatLoadSfx("SFX_2", "sfxb"); while(1) { PA_OutputSimpleText(0, 0, 4, "Press A/B to play loaded sounds."); PA_OutputSimpleText(0, 0, 6, "Or press R to load other sounds."); if(Pad.Newpress.A) PA_FatPlaySfx("SFX_1"); // Play a sound file loaded with PA_FatLoadSfx using its reference name if(Pad.Newpress.B) PA_FatPlaySfx("SFX_2"); if(Pad.Newpress.R) { // You can unload a previously loaded sound file to free its slot in memory. PA_FatUnloadSfx("SFX_1"); // Unload a sound file using the reference name assigned with PA_FatLoadSfx PA_FatUnloadSfx("SFX_2"); // Now you can load some more. PA_FatLoadSfx("SFX_1", "laserpower"); PA_FatLoadSfx("SFX_2", "boi-oing"); // Actually, since you have 32 sound slots, we didn't need to unload the previous ones, but this is a demo! } PA_WaitForVBL(); } return 0; }
int main() { REG_IPC_FIFO_CR = IPC_FIFO_ENABLE | IPC_FIFO_SEND_CLEAR; IPC->mailData=0; IPC->mailSize=0; PA_SoundBusyInit = 0; PA_Init(); irqInit(); irqSet(IRQ_VBLANK, PA_VBL); irqEnable(IRQ_VBLANK); irqSet(IRQ_TIMER2, timer2); irqEnable(IRQ_TIMER2); SetYtrigger(80); vcount = 80; irqSet(IRQ_VCOUNT, VcountHandler); irqEnable(IRQ_VBLANK | IRQ_VCOUNT); //supprime pour test irqSet(IRQ_WIFI, Wifi_Interrupt); // set up wifi interrupt irqEnable(IRQ_WIFI); //supprime pour test SndInit7 (); // Initialize AS_Lib AS_Init(); u32 fifo_temp; while(1) { // wait for magic number while (REG_IPC_FIFO_CR & IPC_FIFO_RECV_EMPTY) { AS_MP3Engine(); swiWaitForVBlank(); } fifo_temp=REG_IPC_FIFO_RX; if(fifo_temp==0x12345678) break; } while (REG_IPC_FIFO_CR & IPC_FIFO_RECV_EMPTY) swiWaitForVBlank(); fifo_temp = REG_IPC_FIFO_RX; // give next value to wifi_init Wifi_Init(fifo_temp); irqSet(IRQ_FIFO_NOT_EMPTY, arm7_fifo); // set up fifo irq irqEnable(IRQ_FIFO_NOT_EMPTY); REG_IPC_FIFO_CR = IPC_FIFO_ENABLE | IPC_FIFO_RECV_IRQ; Wifi_SetSyncHandler(arm7_synctoarm9); // allow wifi lib to notify arm9 while (1) { AS_MP3Engine(); swiWaitForVBlank(); } return 0; }
int main(void) { AS_Init(AS_MODE_SURROUND | AS_MODE_16CH); AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND); // 사운드 출력 방식 셋팅 while (1) { if (scr_Main()) // 메인 , GAMEEXIT 일 경우 nds 종료 break; user_init(); // 유저정보 초기화 scr_Game(); // 게임 scr_Gameover(); // 종료 } UnLoad_Screen(); // 스크린 지우기 return 0; }
int main(){ PA_Init(); // Initializes PA_Lib AS_Init(AS_MODE_SURROUND | AS_MODE_16CH); AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND); PA_LoadBackground(UP_SCREEN, BACKGROUND_UP, &main_up); PA_LoadBackground(DOWN_SCREEN, BACKGROUND_DOWN, &main_down); create_tasks(); vTaskStartScheduler(); // Never returns while (1) ; return 0; }
int main(void) { void CreateTasks(); AS_Init(AS_MODE_SURROUND | AS_MODE_16CH); AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND); while (1) { // Infinite loop if (scr_Main()) // 메인 break; // nds 종료 user_init(); // 유저정보 초기화 scr_Game(); // 게임 scr_Gameover(); // 종료 } UnLoad_Screen(); return 0; }
int main() { PA_Init(); // Initializes PA_Lib // PA_InitVBL(); // Initializes a standard VBL PA_VBLFunctionInit(AS_SoundVBL); AS_Init(AS_MODE_MP3 | AS_MODE_SURROUND | AS_MODE_16CH); AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND); PA_LoadDefaultText(1, 0); StartScreen(); CreateTasks(); initMap(map); vTaskStartScheduler(); // Never returns while (1) ; return 0; }
// Function: main() int main(int argc, char ** argv) { PA_Init(); // Initializes PA_Lib PA_InitVBL(); // Initializes a standard VBL PA_InitText(0, 0); // Init the sound system AS_Init(AS_MODE_SURROUND | AS_MODE_16CH); AS_SetDefaultSettings(AS_PCM_8BIT, 11025, AS_SURROUND); PA_OutputSimpleText(0, 1, 10, "Close the lid and see what happens..."); // Infinite loop to keep the program running while (1) { PA_CloseLidSound2(Babye, HereWeGo); // Sound to play when lid closes and opens PA_WaitForVBL(); } return 0; } // End of main()
int main(void) { AS_Init(); AS_UserIsrInterrupt1 = isrInterrupt1; char msg[128]; char* action = ""; char statusToggle = 1; char frontToggle = 0; char lbackToggle = 0; char rbackToggle = 0; unsigned short lastRc5Cmd = 0; int l; AS_SerWrite("Asuro here.\r", 12); AS_MotorDir(AS_DIR_FWD, AS_DIR_FWD); for (;;) { unsigned short rc5_cmd = AS_Irrc5Read(); // ignore repeated commands (note that the rc5 code is different when a // button is pressed twice due to the rc5 toggle bit!) if (rc5_cmd && (rc5_cmd != lastRc5Cmd)) { lastRc5Cmd = rc5_cmd; switch (rc5_cmd & AS_RC5_COMMAND_MASK) { case AS_RC5_CC_STOP: { AS_MotorDir(AS_DIR_BREAK, AS_DIR_BREAK); AS_MotorSpeed(0, 0); action = "STOP"; break; } case AS_RC5_CC_FWD: { AS_MotorDir(AS_DIR_FWD, AS_DIR_FWD); AS_MotorSpeed(120, 120); if (!AS_sensSwitchesOn) AS_SensSwitchesInterruptOn(); action = "FWD"; break; } case AS_RC5_CC_RWD: { AS_MotorDir(AS_DIR_RWD, AS_DIR_RWD); AS_MotorSpeed(120, 120); // no need for collision switches if we are going backward... action = "RWD"; break; } case AS_RC5_CC_RIGHT: { AS_MotorSpeed(150, 100); if (!AS_sensSwitchesOn) AS_SensSwitchesInterruptOn(); action = "RIGHT"; break; } case AS_RC5_CC_LEFT: { AS_MotorSpeed(100, 150); if (!AS_sensSwitchesOn) AS_SensSwitchesInterruptOn(); action = "LEFT"; break; } case AS_RC5_CC_STATUS_LED: { statusToggle = (statusToggle+1) % 4; if (statusToggle & 1) AS_LED_GREEN_ON; else AS_LED_GREEN_OFF; if (statusToggle & 2) AS_LED_RED_ON; else AS_LED_RED_OFF; action = "STATUS LED"; break; } case AS_RC5_CC_FRONT_LED: { frontToggle = !frontToggle; if (frontToggle) AS_LED_FRONT_ON; else AS_LED_FRONT_OFF; action = "FRONT LED"; break; } case AS_RC5_CC_LBACK_LED: { lbackToggle = !lbackToggle; if (lbackToggle) AS_LED_LBACK_ON; else AS_LED_LBACK_OFF; action = "LEFT BACK LED"; break; } case AS_RC5_CC_RBACK_LED: { rbackToggle = !rbackToggle; if (rbackToggle) AS_LED_RBACK_ON; else AS_LED_RBACK_OFF; action = "RIGHT BACK LED"; break; } default: { action = "none"; break; } } l = sprintf(msg, "RC5: %04x (%04x): %s\r", rc5_cmd, rc5_cmd & AS_RC5_COMMAND_MASK, action); AS_SerWrite(msg, l); } } // for (;;) 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; }