#include "DSGM.h" #include "DSGM_projectHelper.h" // User variables / declarations int angle = 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(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_DEFAULT_FONT, // Background DSGM_BOTTOM, // Screen 0, // Layer false, // Attached to view system 7, // 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_NO_BACKGROUND, // Background DSGM_TOP, // Screen 0, // Layer false, // Attached to view system 0, // 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, 2, 112, 80, 112, 80 ); if(room != DSGM_ALL_ROOMS) return; } void ball_create(ballObjectInstance *me) { // Only applies to the first instance of ball if((DSGM_ObjectInstance *)me == &DSGM_GetGroup(me)->objectInstances[0]) { // Enable object instance scaling to enhance the effect // not needed when just changing an object instance's priority DSGM_InitObjectInstanceRotScale(me); } } void ball_loop(ballObjectInstance *me) { if((DSGM_ObjectInstance *)me == &DSGM_GetGroup(me)->objectInstances[0]) { me->x = 112 + (cosLerp(angle) * 32 >> 12); me->y = 80 - (sinLerp(angle) * 16 >> 12); // Display on top of the other ball if(angle >= degreesToAngle(180)) me->priority = 0; // Display behind the other ball else me->priority = 1; me->scale->x = 256 + (sinLerp(angle) >> 8); me->scale->y = 256 + (sinLerp(angle) >> 8); angle += degreesToAngle(6); angle %= degreesToAngle(360); } }