rendered paste body// Includes
#include <PA9.h> // 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()