head 1.1; branch 1.1.1; access ; symbols start:1.1.1.1 PAlibDoc:1.1.1; locks ; strict; comment @# @; 1.1 date 2005.11.02.08.30.25; author jandujar; state Exp; branches 1.1.1.1; next ; 1.1.1.1 date 2005.11.02.08.30.25; author jandujar; state Exp; branches ; next ; desc @@ 1.1 log @Initial revision @ text @
Defines | |
#define | PA_MoveSprite(sprite) PA_MoveSpriteEx(PA_Screen, sprite, PA_GetSpriteLx(0, sprite), PA_GetSpriteLy(0, sprite)) |
Move a sprite according to the stylus's position. The sprite will be 'hooked' if the stylus passes over it, and then they'll be linked together. Returns 1 if the sprite is moved. You can also get information from PA_MovedSprite.Moving (1 if you are moving a sprite), .Sprite (sprite moved), .X (X position of the center of the sprite), .Y (Y position of the center of the sprite), .Vx (horizontal speed ! useful if you want to make the sprite continue to move when you release the stylus...), and .Vy | |
#define | PA_SpriteTouched(sprite) PA_SpriteTouchedEx(sprite, PA_GetSpriteLx(PA_Screen, sprite), PA_GetSpriteLy(PA_Screen, sprite)) |
Check if a given sprite is touched. Returns 1 if touched... | |
#define | PA_StylusInZone(x1, y1, x2, y2) ((Stylus.X>=x1)&&(Stylus.Y>=y1)&&(Stylus.X<x2)&&(Stylus.Y<y2)) |
Check if the stylus is in a given zone... Returns 1 if yes, 0 if not | |
Functions | |
void | PA_UpdatePad (void) |
Update the Keypad, use it once per frame (in the VBL for example). You can then retrieve the held down keys with Pad.Held.A (or Up, Down...), Newly pressed keys with Pad.Newpress.R, and the just released keys with Pad.Released.Up... | |
void | PA_UpdateStylus (void) |
Update the Stylus position. You can then check if the stylus is current in use (Stylus.Held), newly pressed (Stylus.Newpress), or released (Stylus.Released), and get it's position (Stylus.X, Stylus.Y). | |
bool | PA_MoveSpriteEx (bool screen, u8 sprite, u8 lx, u8 ly) |
Move a sprite according to the stylus's position. See PA_MoveSprite for more details... The difference is that here you chose the sprite dimension (lx and ly), which is useful if the sprite is smaller than the DS standard sizes... (for example 20x20...). This will also limit the 'hooking' distance | |
bool | PA_MoveSpriteDistance (u8 sprite, u8 distance) |
Move a sprite according to the stylus's position. See PA_MoveSprite for more details... The difference is that here you chose the hooking distance in pixels | |
void | PA_UpdateMoveSprite (void) |
Update the moving sprite info. If you don't put this in the VBL (it already is in PA_InitVBL), then if you stop moving around a sprite, it might not be able to pick up other sprites... | |
bool | PA_SpriteTouchedEx (u8 sprite, u8 lx, u8 ly) |
Check if a given sprite is touched. Returns 1 if touched... You can chose the width and height around the sprite |
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Move a sprite according to the stylus's position. The sprite will be 'hooked' if the stylus passes over it, and then they'll be linked together. Returns 1 if the sprite is moved. You can also get information from PA_MovedSprite.Moving (1 if you are moving a sprite), .Sprite (sprite moved), .X (X position of the center of the sprite), .Y (Y position of the center of the sprite), .Vx (horizontal speed ! useful if you want to make the sprite continue to move when you release the stylus...), and .Vy
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Check if a given sprite is touched. Returns 1 if touched...
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Check if the stylus is in a given zone... Returns 1 if yes, 0 if not
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Move a sprite according to the stylus's position. See PA_MoveSprite for more details... The difference is that here you chose the hooking distance in pixels
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Move a sprite according to the stylus's position. See PA_MoveSprite for more details... The difference is that here you chose the sprite dimension (lx and ly), which is useful if the sprite is smaller than the DS standard sizes... (for example 20x20...). This will also limit the 'hooking' distance
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Check if a given sprite is touched. Returns 1 if touched... You can chose the width and height around the sprite
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