Graphics/Sprites/simple/source/template.c

/*---------------------------------------------------------------------------------

Simple sprite demo
-- dovoto

---------------------------------------------------------------------------------*/
#include <nds.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>

//---------------------------------------------------------------------------------
int main(void) {
    //---------------------------------------------------------------------------------
    int i = 0;
    touchPosition touch;

    videoSetMode(MODE_0_2D);
    videoSetModeSub(MODE_0_2D);

    vramSetBankA(VRAM_A_MAIN_SPRITE);
    vramSetBankD(VRAM_D_SUB_SPRITE);

    oamInit(&oamMain, SpriteMapping_1D_32, false);
    oamInit(&oamSub, SpriteMapping_1D_32, false);

    u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_16x16, SpriteColorFormat_256Color);
    u16* gfxSub = oamAllocateGfx(&oamSub, SpriteSize_16x16, SpriteColorFormat_256Color);

    for(i = 0; i < 16 * 16 / 2; i++)
    {
        gfx[i] = 1 | (1 << 8);
        gfxSub[i] = 1 | (1 << 8);
    }

    SPRITE_PALETTE[1] = RGB15(31,0,0);
    SPRITE_PALETTE_SUB[1] = RGB15(0,31,0);

    while(1) {

        scanKeys();

        if(keysHeld() & KEY_TOUCH)
            touchRead(&touch);

        oamSet(&oamMain, //main graphics engine context
            0,           //oam index (0 to 127)  
            touch.px, touch.py,   //x and y pixle location of the sprite
            0,                    //priority, lower renders last (on top)
            0,                    //this is the palette index if multiple palettes or the alpha value if bmp sprite 
            SpriteSize_16x16,     
            SpriteColorFormat_256Color, 
            gfx,                  //pointer to the loaded graphics
            -1,                  //sprite rotation data  
            false,               //double the size when rotating?
            false,          //hide the sprite?
            false, false, //vflip, hflip
            false   //apply mosaic
            );              
        
        
        oamSet(&oamSub, 
            0, 
            touch.px, 
            touch.py, 
            0, 
            0,
            SpriteSize_16x16, 
            SpriteColorFormat_256Color, 
            gfxSub, 
            -1, 
            false, 
            false,          
            false, false, 
            false   
            );              
    
        swiWaitForVBlank();

        
        oamUpdate(&oamMain);
        oamUpdate(&oamSub);
    }

    return 0;
}
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