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New example to show drawable backrounds. When dealing with input, Touch has been renamed to Stylus.
225 lines
4.2 KiB
C
225 lines
4.2 KiB
C
#include "DSGM.h"
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#include "DSGM_projectHelper.h"
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// User variables / declarations
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int oldX;
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int oldY;
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// Resources
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DSGM_Sound DSGM_Sounds[DSGM_SOUND_COUNT] = {
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};
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DSGM_Background DSGM_Backgrounds[DSGM_BACKGROUND_COUNT] = {
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};
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DSGM_Palette DSGM_Palettes[DSGM_PALETTE_COUNT] = {
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DSGM_FORM_NITRO_PALETTE(DSGMPal0),
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};
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DSGM_Sprite DSGM_Sprites[DSGM_SPRITE_COUNT] = {
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};
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DSGM_Object DSGM_Objects[DSGM_OBJECT_COUNT] = {
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// drawObject
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{
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DSGM_NO_SPRITE,
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(DSGM_Event)drawObject_create,
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(DSGM_Event)drawObject_loop,
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DSGM_NO_EVENT,
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DSGM_NO_EVENT,
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NULL, 0,
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sizeof(*((drawObjectObjectInstance *)0)->variables)
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},
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};
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DSGM_Room DSGM_Rooms[DSGM_ROOM_COUNT] = {
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// Room_1
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{
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// Backgrounds
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{
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// Bottom screen
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{
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// Layer 0
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_BOTTOM, // Screen
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0, // Layer
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false, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 1
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_BOTTOM, // Screen
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1, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 2
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_BOTTOM, // Screen
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2, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Only layer 3 may be drawable
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// Layer 3
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{
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DSGM_DRAWABLE_BACKGROUND, // Background
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DSGM_BOTTOM, // Screen
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3, // Layer
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false, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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},
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// Top screen
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{
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// Layer 0
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_TOP, // Screen
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0, // Layer
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false, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 1
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_TOP, // Screen
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1, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 2
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_TOP, // Screen
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2, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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// Layer 3
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{
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DSGM_NO_BACKGROUND, // Background
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DSGM_TOP, // Screen
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3, // Layer
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true, // Attached to view system
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0, // Map base
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0, // Tile base
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0, 0, 0
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},
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}
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},
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// Initial views
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{
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// Bottom screen
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{
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0, 0
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},
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// Top screen
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{
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0, 0
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}
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},
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// Views
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{
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// Bottom screen
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{
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0, 0
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},
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// Top screen
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{
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0, 0
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}
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},
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// Object groups are dynamic, so must be set up at run time, see DSGM_SetupRooms.
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{
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NULL,
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NULL
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},
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{
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0,
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0
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}
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},
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};
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int DSGM_currentRoom = Room_1;
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void DSGM_SetupRooms(int room) {
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if(room != DSGM_ALL_ROOMS) {
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switch(room) {
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case Room_1: goto Room_1; break;
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}
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}
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Room_1:
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DSGM_Debug("Room_1 reset\n");
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DSGM_LeaveRoom(&DSGM_Rooms[Room_1]);
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DSGM_SetupViews(&DSGM_Rooms[Room_1]);
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DSGM_SetupObjectGroups(&DSGM_Rooms[Room_1], DSGM_TOP, 0);
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DSGM_SetupObjectGroups(&DSGM_Rooms[Room_1], DSGM_BOTTOM, 1);
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DSGM_SetupObjectInstances(&DSGM_Rooms[Room_1].objectGroups[DSGM_BOTTOM][0], &DSGM_Objects[drawObject], DSGM_BOTTOM, 1,
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64, 64
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);
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if(room != DSGM_ALL_ROOMS) return;
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}
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void drawObject_create(drawObjectObjectInstance *me) {
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}
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void drawObject_loop(drawObjectObjectInstance *me) {
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// Three different methods of drawing, increasing in goodness
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// Method 1:
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//DSGM_DrawPixelToBackground(DSGM_BOTTOM, DSGM_stylus.px, DSGM_stylus.py, DSGM_Colour(31, 0, 0));
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// Method 2:
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//DSGM_DrawRectangleToBackground(DSGM_BOTTOM, DSGM_stylus.px - 3, DSGM_stylus.py - 3, 6, 6, DSGM_Colour(31, 0, 0));
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// Method 3:
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if(DSGM_newpress.Stylus) {
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oldX = DSGM_stylus.px;
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oldY = DSGM_stylus.py;
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}
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if(DSGM_held.Stylus) {
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DSGM_DrawLineToBackground(DSGM_BOTTOM, oldX, oldY, DSGM_stylus.px, DSGM_stylus.py, 6, DSGM_Colour(31, 0, 0));
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oldX = DSGM_stylus.px;
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oldY = DSGM_stylus.py;
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}
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}
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