// Includes #include // Include for PA_Lib //include background data #include "gfx/all_gfx.c" #include "gfx/all_gfx.h" //variables char text[1000]; u8 x=0; u8 y=0; // Function: main() int main(int argc, char ** argv) { PA_Init(); // Initializes PA_Lib PA_InitVBL(); // Initializes a standard VBL //init text on top screen PA_InitText(1,0); PA_SetBgPalCol(0, 1, PA_RGB(31, 31, 31)); PA_Init8bitBg(0, 0); PA_LoadTiledBg(1,1, Grass); PA_LoadTiledBg(0,1, Background); //load in master pal on both screens PA_LoadSpritePal(0,0,(void*)master_Pal); PA_LoadSpritePal(1,0,(void*)master_Pal); // Do not use the provided Graffiti shapes... PA_UsePAGraffiti(0); //reconigition system //slashing PA_RecoAddShape('0', "HHGGGFEDCBAA@??"); PA_RecoAddShape('0', "AAAA@?>>=<<;;;;"); PA_RecoAddShape('1', "IIJKKKKLMO01111"); PA_RecoAddShape('1', "O01222344567778"); //stabbing PA_RecoAddShape('2', "IIIIIIIIIIIIIII"); PA_RecoAddShape('3', "999999999999999"); //blocking PA_RecoAddShape('4', "AAAAAAAAAAAAAAA"); PA_RecoAddShape('5', "111111111111111"); //sword object PA_CreateSprite(1,0,(void*)SlashR_Sprite,OBJ_SIZE_64X64,1,0,0,0); PA_WaitForVBL(); // Infinite loop to keep the program running while (1) { char letter = PA_CheckLetter(); // Returns the letter !!! if (Stylus.Released){ // only show if released //PA_OutputText(1, 0, 19, "Shape Recognized : %s", letter); // Letter recognized PA_Clear8bitBg(0); if(letter=='0') { PA_StartSpriteAnimEx(1,0,0,4,15,ANIM_ONESHOT); } if(letter=='2') { PA_StartSpriteAnimEx(1,0,6,13,15,ANIM_ONESHOT); } } //PA_OutputText(1, 4, 22, "Shape : %s", PA_RecoShape); // Write the shape string if(Stylus.Held) { // Simple draw function, draws on the screen... PA_8bitDraw(0,1); // Color : full red... } if(Pad.Held.Right) { x+=2; } if(Pad.Held.Left) { x-=2; } if(Pad.Held.Up) { y-=2; } if(Pad.Held.Down) { y+=2; } PA_SetSpriteXY(1,0,x,y); PA_WaitForVBL(); } return 0; } // End of main()