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The Free, Legal, Open Source XBox Development Kit...

 

Basic Animation - Bouncing Ball

 

Well we get 50fps, so using this we can do some simple animation...nothing to advanced yet...we'll just have a ball bounce around the screen.

 

Project Source Code - Bouncy Ball
 

// Few lines of code that demonstrate the basic graphics setup so you can work

// on doing some simple displays etc

 

#include    <openxdk.h>

 

void xbvDrawCircle( unsigned int *pdwFramebuffer, int nSizeStrideInDwords, DWORD dwPixel, int xC, int yC, int r )

{

      int x=0, y=r, u=1, v=2*r-1, e=0;

 

      while( x < y ){

 

            pdwFramebuffer[(xC+x)+((yC+y)* nSizeStrideInDwords)]=dwPixel;

            pdwFramebuffer[(xC+y)+((yC-x)* nSizeStrideInDwords)]=dwPixel;

            pdwFramebuffer[(xC-x)+((yC-y)* nSizeStrideInDwords)]=dwPixel;

            pdwFramebuffer[(xC-y)+((yC+x)* nSizeStrideInDwords)]=dwPixel;

            x++; e += u; u+= 2;

            if( v < 2 * e ) { y--; e -= v; v -= 2; }

            if( x > y ) break;

            pdwFramebuffer[(xC+y)+((yC+x)* nSizeStrideInDwords)]=dwPixel;

            pdwFramebuffer[(xC+x)+((yC-y)* nSizeStrideInDwords)]=dwPixel;

            pdwFramebuffer[(xC-y)+((yC-x)* nSizeStrideInDwords)]=dwPixel;

            pdwFramebuffer[(xC-x)+((yC+y)* nSizeStrideInDwords)]=dwPixel;

      }

 

}// end of xbvDrawCircle(..)

 

volatile DWORD time;

void sleep( DWORD ms )

{

    DWORD Target = KeTickCount+ms;

 

      while(1){

            time = KeTickCount;

            if( time > Target ) break;

      }

}// end of sleep(..)

 

 

// Program Entry Point

void XBoxStartup()

{

 

      //let's init the screen

      vga_init_mode(MODE_640x480x32);         // Some possible modes all defined in

                                              // xvga.h

                                              // MODE_320x240x32

                                              // MODE_640x240x32

                                              // MODE_640x480x32 etc...plus many more

 

 

      float xpos = 640/2;

      float ypos = 640/2;

 

      float xdir = 0.5f;

      float ydir = 1.0f;

 

      while(1)

      {

            // A list of all these functions can be found at the top of xvga.h

            // Comment this line out to watch the ball go crazy! - why is that..well

            // we have to wait a bit for it to finish its blitz to the screen and it slows

            // us down...might be better to do multiple back buffering?

            vga_vsync();                                    // Wait for Vertical Blank

        vga_flip();                                         // Flip

            // Comment this line out to see the effects of the ball going around the screen,

            // sort of a trail of itself, you can also see how far it moves with each movement

            vga_clear();                                    // Clear screen

 

            ScreenInfo s = vga_get_screen_info();

 

            unsigned int* pix = (unsigned int*)s.ScreenAddress;

           

            // Draw new circle in a new place

            xbvDrawCircle( pix, 640, 0xffffff00, (int)xpos, (int)ypos, 10 );

 

            xpos += xdir;

            ypos += ydir;

 

            int size = 10; // diameter of our little circle

            if( (xpos <= (0+size)) || (xpos >= (640-size)) ) xdir = -xdir;

            if( (ypos <= (0+size)) || (ypos >= (480-size)) ) ydir = -ydir;

     

            //sleep(50);

 

      }// End while loop

}//End

 

 

 

 
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