#include "DSGM.h" #include "DSGM_projectHelper.h" // User variables / declarations int timer = 0; // 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(taptapman, DSGMPal0, SpriteSize_32x32, 9), DSGM_FORM_NITRO_SPRITE(ball, DSGMPal0, SpriteSize_32x32, 1), }; DSGM_Object DSGM_Objects[DSGM_OBJECT_COUNT] = { // ball { &DSGM_Sprites[ballSprite], ball_create, ball_loop, DSGM_NO_EVENT, ball_touch, NULL, 0 }, }; DSGM_Room DSGM_Rooms[DSGM_ROOM_COUNT] = { // Room_1 { // Backgrounds { // Bottom screen { // Layer 0 { DSGM_TEXT_BACKGROUND, // Background DSGM_BOTTOM, // Screen 0, // Layer false, // Attached to view system 0, 0, 0 }, // Layer 1 { DSGM_NO_BACKGROUND, // Background DSGM_BOTTOM, // Screen 1, // Layer true, // Attached to view system 0, 0, 0 }, // Layer 2 { DSGM_NO_BACKGROUND, // Background DSGM_BOTTOM, // Screen 2, // Layer true, // Attached to view system 0, 0, 0 }, // Layer 3 { DSGM_NO_BACKGROUND, // Background DSGM_BOTTOM, // Screen 3, // Layer true, // Attached to view system 0, 0, 0 }, }, // Top screen { // Layer 0 { DSGM_TEXT_BACKGROUND, // Background DSGM_TOP, // Screen 0, // Layer false, // Attached to view system 0, 0, 0 }, // Layer 1 { DSGM_NO_BACKGROUND, // Background DSGM_TOP, // Screen 1, // Layer true, // Attached to view system 0, 0, 0 }, // Layer 2 { DSGM_NO_BACKGROUND, // Background DSGM_TOP, // Screen 2, // Layer true, // Attached to view system 0, 0, 0 }, // Layer 3 { DSGM_NO_BACKGROUND, // Background DSGM_TOP, // Screen 3, // Layer true, // Attached to view system 0, 0, 0 }, } }, // Initial views { // Bottom screen { 0, 0 }, // Top screen { 0, 0 } }, // Views { // Bottom screen { 0, 0 }, // Top screen { 0, 0 } }, // 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[player], DSGM_BOTTOM, 2, 64, 64, 84, 64 ); if(room != DSGM_ALL_ROOMS) return; } void ball_loop(DSGM_ObjectInstance *me) { // Only change first instance of ball if(me == &DSGM_GetGroup(me)->objectInstances[0]) { timer++; timer %= 120; // priority can be 0 - 3 me->priority = timer / 60; } }