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393 lines
10 KiB
C++
393 lines
10 KiB
C++
#include <lowlevellib.h>
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int os_main(int argc, char **argv, char **envp )
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{
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llgfx_SetDisplayMode( 320, 240, 16, 0 );
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llgfx_LoadTileMap("/test.png");
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llgfx_id background = llgfx_LoadGfx("bluebk");
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llgfx_id logo = llgfx_LoadGfx("one03");
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llgfx_id clogo = llgfx_CloneGfx(logo);
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llgfx_id sssx = llgfx_LoadGfx("background.png");
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int x=0;
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int y=0;
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_TILE_BLIT(0,logo,0,0,0,BLIT_SRC_INVALPHA);//BLIT_SRC_ALPHA);
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llgfx_BLIT(logo,clogo);
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llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_CKEY);
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llgfx_DrawText( 0, 0, "SRC_INVALPHA + DST_CKEY");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_TILE_BLIT(0,logo,0,0,0,BLIT_SRC_ALPHA);//BLIT_SRC_ALPHA);
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llgfx_BLIT(logo,clogo);
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llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "SRC_ALPHA + BLIT_DST_INVALPHA");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_ClearScreen(0);
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llgfx_TILE_BLIT(0,background,0,0,0,BLIT_RANDOM);
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_SRC_ALPHA);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "RANDOM + SRC_ALPHA");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_RASTER);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "RASTER");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_SCANLINES);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "SCANLINES");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = 1.0f;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXADD,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXADD");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = 1;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXSUB,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXSUB");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = 1;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXMUL,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXMUL");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = 0.5;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXINVMUL,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXINVMUL");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = 1;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXDIFF,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXDIFF");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = 1;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXDARKEN,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXDARKEN");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = 1;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXLIGHTEN,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXLIGHTEN");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = 1;
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blitfx.color = GOLD;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXCOLOR,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXCOLOR");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false)
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{
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llgfx_TILE_BLIT(0,background);
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llgfx_sBLITFX blitfx;
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blitfx.fixalpha = ((x++)&0xff) / 255.0f;
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llgfx_TILE_BLIT(0,clogo,0,0,0,BLIT_FXBLEND|BLIT_SRC_CKEY,&blitfx);
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//llgfx_BLIT(logo,clogo);
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//llgfx_TILE_BLIT(logo,sssx,x++,y++,0,BLIT_DST_INVALPHA);
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llgfx_DrawText( 0, 0, "BLIT_FXBLEND");
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llgfx_DrawText( 0, 230, "A-Taste für Exit");
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llgfx_FlipScreen(1);
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llinput_Update(); // Nach Flipscreen, Inputstatus holen sonst Endlosloop
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if( llinput_Keys[LLINPUT_KEY_A] ) // Im Fullscreen modus, oder z.b. am GP2X
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osmain_endgame = true; // die A-Taste drücken
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}
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return 0;
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}
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