dsgmLib/examples/LargeBackground/source/project.c
2015-02-14 16:18:15 +00:00

207 lines
3.8 KiB
C

#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] = {
// Width and height must be the same for a large background, in this case it is 3584x3584 pixels
DSGM_FORM_NITRO_BACKGROUND(marioMap, DSGM_LARGE_BACKGROUND_3584, DSGM_LARGE_BACKGROUND),
};
DSGM_Palette DSGM_Palettes[DSGM_PALETTE_COUNT] = {
};
DSGM_Sprite DSGM_Sprites[DSGM_SPRITE_COUNT] = {
};
DSGM_Object DSGM_Objects[DSGM_OBJECT_COUNT] = {
};
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
2, // 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_Backgrounds[marioMap],// Background
DSGM_BOTTOM, // Screen
3, // Layer
true, // Attached to view system
3, // Map base
1, // Tile base
0, 0, 0
},
},
// Top screen
{
// Layer 0
{
DSGM_DEFAULT_FONT, // Background
DSGM_TOP, // Screen
0, // Layer
false, // Attached to view system
2, // 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_Backgrounds[marioMap],// Background
DSGM_TOP, // Screen
3, // Layer
true, // Attached to view system
3, // Map base
1, // Tile base
0, 0, 0
},
}
},
// Initial views
{
// Bottom screen
{
0, 0
},
// Top screen
{
0, 0
}
},
// Views
{
// Bottom screen
{
0, 0
},
// Top screen
{
0, 0
}
},
Room_1_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, 0);
if(room != DSGM_ALL_ROOMS) return;
}
void Room_1_handler(void) {
if(DSGM_held.Left) {
DSGM_view[DSGM_BOTTOM].x -= 4;
}
if(DSGM_held.Right) {
DSGM_view[DSGM_BOTTOM].x += 4;
}
if(DSGM_held.Up && DSGM_view[DSGM_BOTTOM].y > 0) {
DSGM_view[DSGM_BOTTOM].y -= 4;
}
if(DSGM_held.Down && DSGM_view[DSGM_BOTTOM].y < 240 - 192) {
DSGM_view[DSGM_BOTTOM].y += 4;
}
DSGM_view[DSGM_TOP].x = DSGM_view[DSGM_BOTTOM].x;
DSGM_view[DSGM_TOP].y = DSGM_view[DSGM_BOTTOM].y;
}