Graphics/Sprites/sprite_rotate/source/template.c

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

Simple sprite demo
-- dovoto

---------------------------------------------------------------------------------*/
#include <nds.h>


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

    videoSetMode(MODE_0_2D);

    vramSetBankA(VRAM_A_MAIN_SPRITE);

    oamInit(&oamMain, SpriteMapping_1D_32, false);

    u16* gfx = oamAllocateGfx(&oamMain, SpriteSize_32x32, SpriteColorFormat_256Color);

    for(i = 0; i < 32 * 32 / 2; i++)
    {
        gfx[i] = 1 | (1 << 8);
    }

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

    while(1) {

        scanKeys();

        if(keysHeld() & KEY_LEFT)
            angle += degreesToAngle(2);
        if(keysHeld() & KEY_RIGHT)
            angle -= degreesToAngle(2);

        //-------------------------------------------------------------------------
        // Set the first rotation/scale matrix
        //
        // There are 32 rotation/scale matricies that can store sprite rotations
        // Any number of sprites can share a sprite rotation matrix or each sprite
        // (up to 32) can utilize a seperate rotation. Because this sprite is doubled
        // in size we have to adjust its position by subtracting half of its height and
        // width (20 - 16, 20 - 16, )
        //-------------------------------------------------------------------------
        oamRotateScale(&oamMain, 0, angle, intToFixed(1, 8), intToFixed(1, 8));
    
        oamSet(&oamMain, //main graphics engine context
            0,           //oam index (0 to 127)  
            20 - 16, 20 - 16,   //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_32x32,     
            SpriteColorFormat_256Color, 
            gfx,                  //pointer to the loaded graphics
            0,                  //sprite rotation/scale matrix index 
            true,               //double the size when rotating?
            false,          //hide the sprite?
            false, false, //vflip, hflip
            false   //apply mosaic
            );              
        
        //-------------------------------------------------------------------------
        // Because the sprite below has size double set to false it can never be larger than
        // 32x32 causing it to clip as it rotates.  
        //-------------------------------------------------------------------------
        oamSet(&oamMain, //main graphics engine context
            1,           //oam index (0 to 127)  
            204, 20,   //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_32x32,     
            SpriteColorFormat_256Color, 
            gfx,                  //pointer to the loaded graphics
            0,                  //sprite rotation/scale matrix index 
            false,               //double the size when rotating?
            false,          //hide the sprite?
            false, false, //vflip, hflip
            false   //apply mosaic
            );              
        swiWaitForVBlank();

        
        oamUpdate(&oamMain);
    }

    return 0;
}
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