#include "include/wgtspr.h" #include "include/mem.h" #include "include/multicore.h" // ######## REQUIRED FUNCTIONS ######## unsigned long state0 = 1000; unsigned long state1 = 2000; unsigned long rand(void) { unsigned long s1 = state0; unsigned long s0 = state1; state0 = s0; s1 ^= s1 << 23; s1 ^= s1 >> 17; s1 ^= s0; s1 ^= s0 >> 26; state1 = s1; return state0 + state1; } // ######## STUB FUNCTIONS ######## unsigned int kb = 0; unsigned int kbhit(void) { kb++; return kb / 500; } void getch(void) { wait_msec(0x500000); kb = 0; } // ######## WGT EXAMPLES ######## block sprites[1001]; /* Pointers to sprites */ int quit; /* If quit !=0, program quits */ int sprite_toggle = 0; /* Toggles movement and animation */ char c; /* Input from keyboard - q quits */ void looper (void); /* a routine which controls the sprites */ void wgt25() { color palette[256]; /* Our palette */ int i; /* Loop counter */ set_clock_rate(get_max_clock()); mem_init(); vga256 (); start_core2(minit); // Start the comms engine (core 2) while (!comms_up); // Wait for comms up extern unsigned char _binary_bin_mouse_spr_start[]; wloadsprites (palette, &_binary_bin_mouse_spr_start[0], sprites, 0, 1000); wsetpalette (0, 255, palette); initialize_sprites (sprites); /* initialize them */ maxsprite = 4; /* number of sprites on */ for (i = 0; i < 200; i++) /* draw a background */ { wsetcolor (vgapal[i]); wfline (0, i, 159, i); wfline (160, 199 - i, 319, 199 - i); } wcopyscreen (0, 0, 319, 199, NULL, 0, 0, spritescreen); wcopyscreen (0, 0, 319, 199, NULL, 0, 0, backgroundscreen); /* when using sprites, whatever is on the visual page must be on spritescreen and backgroundscreen too! */ /* Also, you must make sure you turn a sprite on AFTER you draw the background or it will leave a black spot where the sprite is first shown. */ spriteon (1, 0, 0, 1); animate (1, "(1,30)(2,30)(3,30)(4,30)(3,30)(2,30)R"); movex (1, "(2,150,0)(0,90,0)(-2,150,0)(0,90,0)R"); movey (1, "(0,150,0)(2,90,0)(0,150,0)(-2,90,0)R"); spriteon (2, 160, 0, 1); animate (2, "(1,30)(2,30)(3,30)(4,30)R"); movex (2, "(-1,150,0)(1,300,0)(-1,150,0)R"); movey (2, "(1,180,0)(-1,180,0)R"); spriteon (3, 0, 100, 1); animate (3, "(1,30)(4,30)R"); movex (3, "(1,300,1)(-300,1,0)R"); movey (3, "(0,1,0)"); /* must set a y move since I turn it on below even if it doens't do anything */ for (i = 1; i < 4; i++) { animon (i); movexon (i); moveyon (i); } do { looper (); } while (!quit); spriteoff (1); /* turn off sprite */ spriteoff (2); /* turn off sprite */ spriteoff (3); /* turn off sprite */ /* To be safe, turn off all sprites before ending program. This will free any memory used from them. */ deinitialize_sprites(); wfreesprites (sprites, 0, 1000); /* free memory */ } void looper (void) { int i; erase_sprites (); /* clear the sprites */ if (but) { if (but == 2) quit = 1; sprite_toggle = !sprite_toggle; if (sprite_toggle) for (i = 1; i < 4; i++) { movexoff (i); moveyoff (i); animoff (i); } else for (i = 1; i < 4; i++) { movexon (i); moveyon (i); animon (i); } noclick(); } draw_sprites (1); /* draw them back on */ /* This loop is required to update sprite positions */ wait_msec(0x3E9F); /* Try removing this to see how fast the sprite engine really is */ } void main() { wgt25(); while (1); }