dsgmLib/examples/Collision/source/project.c
2014-07-04 12:35:52 +01:00

219 lines
3.8 KiB
C

#include "DSGM.h"
#include "DSGM_projectHelper.h"
// User variables / declarations
u8 direction = 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] = {
// player
{
&DSGM_Sprites[taptapman],
DSGM_NO_EVENT,
player_loop,
DSGM_NO_EVENT,
DSGM_NO_EVENT,
NULL, 0
},
// ball
{
&DSGM_Sprites[ballSprite],
DSGM_NO_EVENT,
DSGM_NO_EVENT,
DSGM_NO_EVENT,
DSGM_NO_EVENT,
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, 2);
DSGM_SetupObjectInstances(&DSGM_Rooms[Room_1].objectGroups[DSGM_BOTTOM][0], &DSGM_Objects[player], DSGM_BOTTOM, 1,
64, 64
);
DSGM_SetupObjectInstances(&DSGM_Rooms[Room_1].objectGroups[DSGM_BOTTOM][1], &DSGM_Objects[ball], DSGM_BOTTOM, 2,
120, 80,
20, 50
);
DSGM_AddCollisionEvent(&DSGM_Objects[player], &DSGM_Objects[ball], player_collide_ball);
if(room != DSGM_ALL_ROOMS) return;
}
void player_loop(DSGM_ObjectInstance *me) {
DSGM_ClearText(DSGM_BOTTOM);
if(direction == 0) {
me->x++;
}
else {
me->x--;
}
if(me->x == 223 || me->x == 0) direction = !direction;
}
void player_collide_ball(DSGM_ObjectInstance *me, DSGM_ObjectInstance *collider) {
DSGM_DrawText(DSGM_BOTTOM, 1, 1, "Collision!");
collider->y += 1;
}