dsgmLib/examples/RoomSaving/include/project.h
2015-06-22 12:56:09 +01:00

57 lines
1.2 KiB
C

#pragma once
#define DSGM_SOUND_STREAM_COUNT 0
#define DSGM_SOUND_EFFECT_COUNT 0
#define DSGM_SOUND_COUNT (DSGM_SOUND_STREAM_COUNT + DSGM_SOUND_EFFECT_COUNT)
#define DSGM_BACKGROUND_COUNT 0
#define DSGM_PALETTE_COUNT 1
#define DSGM_SPRITE_COUNT 1
#define DSGM_OBJECT_COUNT 1
#define DSGM_ROOM_COUNT 1
// Include backgrounds, palettes and sprites to be loaded from RAM
// No sounds, no enum
//typedef enum {
//} DSGM_SoundNames;
// No backgrounds, no enum
//typedef enum {
//} DSGM_BackgroundNames;
typedef enum {
DSGMPal0,
} DSGM_PaletteNames;
typedef enum {
ballSprite,
} DSGM_SpriteNames;
typedef enum {
ball,
} DSGM_ObjectNames;
typedef struct {
DSGM_ObjectInstanceBase;
struct {
} *variables;
} ballObjectInstance;
typedef enum {
Room_1,
} DSGM_RoomNames;
extern DSGM_Sound DSGM_Sounds[DSGM_SOUND_COUNT];
extern DSGM_Background DSGM_Backgrounds[DSGM_BACKGROUND_COUNT];
extern DSGM_Palette DSGM_Palettes[DSGM_PALETTE_COUNT];
extern DSGM_Sprite DSGM_Sprites[DSGM_SPRITE_COUNT];
extern DSGM_Object DSGM_Objects[DSGM_OBJECT_COUNT];
extern DSGM_Room DSGM_Rooms[DSGM_ROOM_COUNT];
extern int DSGM_currentRoom;
void DSGM_SetupRooms(int room);
void ball_create(ballObjectInstance *me);
void ball_loop(ballObjectInstance *me);