#include "DSGM.h" #include "DSGM_projectHelper.h" // User variables / declarations // Resources DSGM_Sound DSGM_Sounds[DSGM_SOUND_COUNT] = { }; DSGM_Background DSGM_Backgrounds[DSGM_BACKGROUND_COUNT] = { }; DSGM_Palette DSGM_Palettes[DSGM_PALETTE_COUNT] = { DSGM_FORM_NITRO_PALETTE(DSGMPal0), }; DSGM_Sprite DSGM_Sprites[DSGM_SPRITE_COUNT] = { DSGM_FORM_NITRO_SPRITE(ball, DSGMPal0, SpriteSize_32x32, 1), }; DSGM_Object DSGM_Objects[DSGM_OBJECT_COUNT] = { // ball { &DSGM_Sprites[ballSprite], (DSGM_Event)ball_create, (DSGM_Event)ball_loop, DSGM_NO_EVENT, DSGM_NO_EVENT, NULL, 0, sizeof(*((ballObjectInstance *)0)->variables) }, }; DSGM_Room DSGM_Rooms[DSGM_ROOM_COUNT] = { // Room_1 { // Backgrounds { // Bottom screen { // Layer 0 { DSGM_NO_BACKGROUND, // Background DSGM_BOTTOM, // Screen 0, // Layer false, // Attached to view system 0, // Map base 0, // Tile base 0, 0, 0 }, // Layer 1 { DSGM_NO_BACKGROUND, // Background DSGM_BOTTOM, // Screen 1, // Layer true, // Attached to view system 0, // Map base 0, // Tile base 0, 0, 0 }, // Layer 2 { DSGM_NO_BACKGROUND, // Background DSGM_BOTTOM, // Screen 2, // Layer true, // Attached to view system 0, // Map base 0, // Tile base 0, 0, 0 }, // Layer 3 { DSGM_NO_BACKGROUND, // Background DSGM_BOTTOM, // Screen 3, // Layer true, // Attached to view system 0, // Map base 0, // Tile base 0, 0, 0 }, }, // Top screen { // Layer 0 { DSGM_DEFAULT_FONT, // Background DSGM_TOP, // Screen 0, // Layer false, // Attached to view system 7, // Map base 0, // Tile base 0, 0, 0 }, // Layer 1 { DSGM_NO_BACKGROUND, // Background DSGM_TOP, // Screen 1, // Layer true, // Attached to view system 0, // Map base 0, // Tile base 0, 0, 0 }, // Layer 2 { DSGM_NO_BACKGROUND, // Background DSGM_TOP, // Screen 2, // Layer true, // Attached to view system 0, // Map base 0, // Tile base 0, 0, 0 }, // Layer 3 { DSGM_NO_BACKGROUND, // Background DSGM_TOP, // Screen 3, // Layer true, // Attached to view system 0, // Map base 0, // Tile base 0, 0, 0 }, } }, // Initial views { // Bottom screen { 0, 0 }, // Top screen { 0, 0 } }, // Views { // Bottom screen { 0, 0 }, // Top screen { 0, 0 } }, NULL, // Room handler // Object groups are dynamic, so must be set up at run time, see DSGM_SetupRooms. { NULL, NULL }, { 0, 0 } }, }; int DSGM_currentRoom = Room_1; void DSGM_SetupRooms(int room) { if(room != DSGM_ALL_ROOMS) { switch(room) { case Room_1: goto Room_1; break; } } Room_1: DSGM_Debug("Room_1 reset\n"); DSGM_LeaveRoom(&DSGM_Rooms[Room_1]); DSGM_SetupViews(&DSGM_Rooms[Room_1]); DSGM_SetupObjectGroups(&DSGM_Rooms[Room_1], DSGM_TOP, 0); DSGM_SetupObjectGroups(&DSGM_Rooms[Room_1], DSGM_BOTTOM, 1); DSGM_SetupObjectInstances(&DSGM_Rooms[Room_1].objectGroups[DSGM_BOTTOM][0], &DSGM_Objects[ball], DSGM_BOTTOM, 1, 64, 64 ); if(room != DSGM_ALL_ROOMS) return; } void ball_create(ballObjectInstance *me) { DSGM_DrawText(DSGM_TOP, 1, 1, "Stylus to create balls"); DSGM_DrawText(DSGM_TOP, 1, 2, "X to move balls"); DSGM_DrawText(DSGM_TOP, 1, 3, "R to save"); DSGM_DrawText(DSGM_TOP, 1, 4, "L to load"); } void ball_loop(ballObjectInstance *me) { if(DSGM_newpress.Stylus) { DSGM_CreateObjectInstance(DSGM_BOTTOM, DSGM_stylus.x - 16, DSGM_stylus.y - 16, me->object); DSGM_UpdateInput(); } if(DSGM_newpress.X) { me->x = DSGM_Random(0, 224); me->y = DSGM_Random(0, 160); } if(DSGM_newpress.R) { if(DSGM_StartSaving()) { DSGM_WriteRoom(); DSGM_FinishSaving(); } else { DSGM_DrawText(DSGM_TOP, 1, 6, "Can't save! DLDI patch, or use hbmenu."); } } if(DSGM_newpress.L) { // DSGM_StartSaving and DSGM_FinishSaving also apply to loading if(DSGM_StartSaving()) { DSGM_ReadRoom(); DSGM_FinishSaving(); // Reload room DSGM_SwitchRoom(DSGM_currentRoom, false); } else { DSGM_DrawText(DSGM_TOP, 1, 6, "Can't load! DLDI patch, or use hbmenu."); } } }