PA_SpriteDual.h File Reference

Everything concerning the sprite system, but for 2 screens ! More...

Go to the source code of this file.

Functions

void PA_SetScreenSpace (s16 ScreenSpace)
 Set the space between the 2 screens for the Dual Fonctions. 48 pixels by default
void PA_DualSetSpriteY (u8 obj, s16 y)
 Set the Y position of a sprite on screen
void PA_DualCreateSprite (u8 obj_number, void *obj_data, u8 obj_shape, u8 obj_size, u8 color_mode, u8 palette, s16 x, s16 y)
 Create a sprite with it's gfx, on 2 screens
void PA_DualCreateSpriteEx (u8 obj_number, void *obj_data, u8 obj_shape, u8 obj_size, u8 color_mode, u8 palette, u8 obj_mode, bool mosaic, bool hflip, bool vflip, u8 prio, bool dblsize, s16 x, s16 y)
 Create a sprite with it's gfx. This is the complex version of the function
void PA_DualCreate16bitSpriteEx (u8 obj_number, void *obj_data, u8 obj_shape, u8 obj_size, bool mosaic, bool hflip, bool vflip, u8 prio, bool dblsize, s16 x, s16 y)
 Create a 16 bit sprite with it's gfx. This is the complex version of the function. Warning : a 16bit sprite MUST be 128 pixels large, even if you sprite only takes up a small part on the left...
void PA_DualCreate16bitSprite (u8 obj_number, void *obj_data, u8 obj_shape, u8 obj_size, s16 x, s16 y)
 Create a 16 bit sprite with it's gfx. This is the simple version of the function. Warning : a 16bit sprite MUST be 128 pixels large, even if you sprite only takes up a small part on the left...
void PA_DualCreateSpriteFromGfx (u8 obj_number, u16 *obj_gfx, u8 obj_shape, u8 obj_size, u8 color_mode, u8 palette, s16 x, s16 y)
 Create a sprite with it's gfx. This is the simple version of the function
void PA_DualCreateSpriteExFromGfx (u8 obj_number, u16 *obj_gfx, u8 obj_shape, u8 obj_size, u8 color_mode, u8 palette, u8 obj_mode, bool mosaic, bool hflip, bool vflip, u8 prio, bool dblsize, s16 x, s16 y)
 Create a sprite with it's gfx. This is the complex version of the function
void PA_DualUpdateSpriteGfx (u8 obj_number, void *obj_data)
 Update the Gfx of a given sprite
void PA_DualUpdateGfx (u16 gfx_number, void *obj_data)
 Update the Gfx of a given sprite
void PA_DualDeleteSprite (u8 obj_number)
 Delete a given sprite. If it is the only one to use it's gfx, it'll be deleted too.
void PA_DualSetSpriteRotEnable (u8 sprite, u8 rotset)
 Rotate and zoom a sprite
void PA_DualSetSpriteRotDisable (u8 sprite)
 Stop rotating and zooming a sprite
void PA_DualSetRotset (u8 rotset, s16 angle, u16 zoomx, u16 zoomy)
 Rotate and zoom a sprite
void PA_DualSetRotsetNoZoom (u8 rotset, s16 angle)
 Rotate a sprite without zooming. It's a bit faster than the normal PA_SetRotset function
void PA_DualSetRotsetNoAngle (u8 rotset, u16 zoomx, u16 zoomy)
 Zoom a sprite without rotating. It's a bit faster than the normal PA_SetRotset function
void PA_DualSetSpriteX (u8 obj, s16 x)
 Set the X position of a sprite on screen
void PA_DualSetSpriteXY (u8 sprite, s16 x, s16 y)
 Set the X and Y position of a sprite on screen
void PA_DualSetSpritePal (u8 obj, u8 pal)
 Set the color palette used by a sprite
void PA_DualSetSpriteDblsize (u8 obj, bool dblsize)
 Enable or disable double size for a given sprite
void PA_DualSetSpriteColors (u8 sprite, bool n_colors)
 Change the sprite's color mode
void PA_DualSetSpriteMode (u8 sprite, u8 obj_mode)
 Set the sprite's mode : 0 for normal, 1 for alpha blending, 2 for window
void PA_DualSetSpriteMosaic (u8 obj, bool mosaic)
 Enable or disable mosaic mode for a given sprite
void PA_DualSetSpriteHflip (u8 obj, bool hflip)
 Enable or disable horizontal flip for a given sprite
void PA_DualSetSpriteVflip (u8 obj, bool vflip)
 Enable or disable vertical flip for a given sprite
void PA_DualSetSpriteGfx (u8 obj, u16 *gfx)
 Change the gfx used by a sprite
void PA_DualSetSpritePrio (u8 obj, u8 prio)
 Set a sprite's Background priority
void PA_DualCloneSprite (u8 obj, u8 target)
 Clone a sprite. Works only for sprites on the same screen
void PA_DualSetSpriteAnimEx (u8 sprite, u8 lx, u8 ly, u8 ncolors, s16 animframe)
 Set the animation frame for a given sprite. This function is faster than the normal PA_SetSpriteAnim because it doesn't have to lookup the sprite dimensions...
void PA_DualSetSpriteAnim (u8 sprite, s16 animframe)
 Set the animation frame for a given sprite. Same as PA_SetSpriteAnimEx, but a bit slower and easier to use...
void PA_DualSetSpritePixelEx (u8 sprite, u8 hsize, u8 n_colors, u8 x, u8 y, u8 color)
 Set a sprite's pixel to a given palette color
void PA_DualSetSpritePixel (u8 sprite, s16 x, s16 y, bool color)
 Set a sprite's pixel to a given palette color. Like PA_SetSpritePixelEx, with less options, but a little slower


Detailed Description

Everything concerning the sprite system, but for 2 screens !

This file contains all macros, variables, and prototypes regarding the sprite system (OAM, Sprite mouvement, Gfx loading...) on 2 screens, easily, like if it was just one screen


Generated on Wed Dec 21 17:41:56 2005 for PAlib by  doxygen 1.3.9.1