Alchemy
Loading...
Searching...
No Matches

colosso_marker.h

Go to the documentation of this file.
1#ifndef ALCHEMY_UNIT_SCENE_COMMON_COLOSSO_MARKER_H
2#define ALCHEMY_UNIT_SCENE_COMMON_COLOSSO_MARKER_H
3
4#include "types.h"
5
6// Native calls precede these definitions; see MATCHING.md.
7#ifdef UBFIX
9void Colosso_ShowPointer(u32 x, u32 y, u32 style);
10void Colosso_WalkActorToAndStand(s32 actorId, s32 x, s32 z);
11#endif
13
15
16void Colosso_MovePointer(u32 x, u32 y, u32 duration);
17void Colosso_HidePointer(void);
18void Colosso_WalkActorTo(s32 a, s32 b, s32 c);
19
20#endif
void Colosso_ShowPointer(u32 x, u32 y, u32 style)
Shows the pointer at screen pixel (x, y), drawn at priority style & 3.
void Colosso_MovePointer(u32 x, u32 y, u32 duration)
Glides the pointer to screen pixel (x, y) over duration frames.
void OverlayObject_ResetMotionFields(s32 actor)
Stops the actor where it is: no velocity and no destination.
void Colosso_WalkActorTo(s32 actorId, s32 x, s32 z)
Walks the actor at 2 pixels a frame towards pixel (x, z) and returns at once.
void Colosso_FadeInCompetitor(s32 id, s32 x, s32 z)
Isaac (id) appears at pixel (x, z) on the stage, facing south: he fades in through the backgrounds wh...
void Colosso_HidePointer(void)
Hides the pointer and frees its VRAM block.
void Colosso_WalkActorToAndStand(s32 actorId, s32 x, s32 z)
Walks the actor at 1.25 pixels a frame to pixel (x, z), waits until it arrives and stands it there.
void Colosso_RestoreCompetitor(s32 id)
Puts Isaac (id) back where Colosso_FadeInCompetitor found him: he stands (or turns south,...
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15