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#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.
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#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.
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void | PA_UpdatePad () |
| 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...
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void | PA_UpdateStylus () |
| 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).
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u8 | PA_MoveSpritePix (u8 sprite) |
| Move a sprite according to the stylus's position, only if you touch a sprite's pixel. This is similar to PA_MoveSprite, but slightly slower and requires PA_InitSpriteDraw(screen, sprite) before. 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 top left corner of the sprite), .Y (Y position of the top left corner 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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u8 | PA_MoveSpriteEx (u8 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.
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static u8 | 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.
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static u8 | PA_SpriteStylusOverEx (u8 sprite, u8 lx, u8 ly) |
| Check if the stylus position is over a given sprite (stylus pressed or not)
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static u8 | 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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static u8 | PA_SpriteTouched (u8 sprite) |
| Check if a given sprite is touched. Returns 1 if touched...
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static u8 | PA_SpriteStylusOver (u8 sprite) |
| Check if the stylus position is over a given sprite (stylus pressed or not)
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Check which keys are pressed...
u8 PA_MoveSpritePix |
( |
u8 |
sprite | ) |
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Move a sprite according to the stylus's position, only if you touch a sprite's pixel. This is similar to PA_MoveSprite, but slightly slower and requires PA_InitSpriteDraw(screen, sprite) before. 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 top left corner of the sprite), .Y (Y position of the top left corner of the sprite), .Vx (horizontal speed ! useful if you want to make the sprite continue to move when you release the stylus...), and .Vy.
- Parameters
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sprite | Object number in the sprite system |