dsgmLib/examples/Priority/source/project.c
2014-12-04 16:40:31 +00:00

232 lines
4.5 KiB
C

#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(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],
(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);
}
}