3 hey pngwen! draw half of the rows and colums instread of the whole thing at once
4 or try to optimized it~
12 //word far *clock= (word far*) 0x046C; /* 18.2hz clock */
34 int tx; //appears to be the top left tile position on the viewable screen map
35 int ty; //appears to be the top left tile position on the viewable screen map
41 int x; //player exact position on the viewable map
42 int y; //player exact position on the viewable map
43 int tx; //player tile position on the viewable map
44 int ty; //player tile position on the viewable map
45 int triggerx; //player's trigger box tile position on the viewable map
46 int triggery; //player's trigger box tile position on the viewable map
47 int hp; //hitpoints of the player
51 map_t allocMap(int w, int h);
52 void initMap(map_t *map);
53 void mapScrollRight(map_view_t *mv, byte offset);
54 void mapScrollLeft(map_view_t *mv, byte offest);
55 void mapScrollUp(map_view_t *mv, byte offset);
56 void mapScrollDown(map_view_t *mv, byte offset);
57 void mapGoTo(map_view_t *mv, int tx, int ty);
58 void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);
59 void mapDrawRow(map_view_t *mv, int tx, int ty, word y);
60 void mapDrawCol(map_view_t *mv, int tx, int ty, word x);
61 void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */word d1, word d2, int x, int y, word ls, word lp, bitmap_t *bmp);
64 #define QUADWH (TILEWH/4)
67 //place holder definitions
72 //#define SWAP(a, b) tmp=a; a=b; b=tmp;
74 bitmap_t ptmp; // player sprite
76 static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */
77 page_t screen, screen2, screen3;
79 map_view_t mv, mv2, mv3;
80 map_view_t *bg, *spri, *mask;//, *tmp;
85 map = allocMap(MAPX,MAPY); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly
93 ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
95 modexPalUpdate(ptmp.palette);
96 screen = modexDefaultPage();
97 screen.width += (TILEWH*2);
98 screen.height += (TILEWH*2);//+QUADWH;
100 screen2 = modexNextPage(mv.page);
110 //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen
113 //mapGoTo(mask, 0, 0);
115 //TODO: put player in starting position of spot
116 //default player position on the viewable map
117 player.tx = bg->tx + 10;
118 player.ty = bg->ty + 8;
119 player.x = player.tx*TILEWH;
120 player.y = player.ty*TILEWH;
121 modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);
122 modexCopyPageRegion(bg->page, spri->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);
123 modexShowPage(bg->page);
124 while(!keyp(1))//!keyp(1))
126 //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square
127 //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction
128 //when player.tx or player.ty == 0 or player.tx == 20 or player.ty == 15 then stop because that is edge of map and you do not want to walk of the map
130 #define INC_PER_FRAME if(q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;
133 /*if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10)
135 for(q=1; q<=(TILEWH/SPEED); q++)
138 //animatePlayer(bg, spri, mask, 1, 1, player.x, player.y, persist_aniframe, q, &ptmp);
139 //animatePlayer(bg, spri, 1, 1, player.x, player.y, persist_aniframe, q, &ptmp);
140 mapScrollRight(bg, SPEED);
141 //mapScrollRight(spri, SPEED);
142 //mapScrollRight(mask, SPEED);
143 modexShowPage(bg->page);
147 else if(player.tx < MAPX)
149 for(q=1; q<=(TILEWH/SPEED); q++)
153 //animatePlayer(bg, spri, mask, 1, 0, player.x, player.y, persist_aniframe, q, &ptmp);
154 animatePlayer(bg, spri, 1, 0, player.x, player.y, persist_aniframe, q, &ptmp);
155 modexShowPage(spri->page);
163 if(keyp(77) && !keyp(75))
165 if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10 && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))
167 for(q=1; q<=(TILEWH/SPEED); q++)
170 //animatePlayer(bg, spri, mask, 1, 1, player.x, player.y, persist_aniframe, q, &ptmp);
171 animatePlayer(bg, spri, 1, 1, player.x, player.y, persist_aniframe, q, &ptmp);
172 mapScrollRight(bg, SPEED);
173 mapScrollRight(spri, SPEED);
174 //mapScrollRight(mask, SPEED);
175 modexShowPage(spri->page);
179 else if(player.tx < MAPX && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))
181 for(q=1; q<=(TILEWH/SPEED); q++)
185 //animatePlayer(bg, spri, mask, 1, 0, player.x, player.y, persist_aniframe, q, &ptmp);
186 animatePlayer(bg, spri, 1, 0, player.x, player.y, persist_aniframe, q, &ptmp);
187 modexShowPage(spri->page);
193 modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);
194 modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);
195 modexShowPage(spri->page);
197 player.triggerx = player.tx+1;
198 player.triggery = player.ty;
201 if(keyp(75) && !keyp(77))
203 if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))
205 for(q=1; q<=(TILEWH/SPEED); q++)
208 //animatePlayer(bg, spri, mask, 3, 1, player.x, player.y, persist_aniframe, q, &ptmp);
209 animatePlayer(bg, spri, 3, 1, player.x, player.y, persist_aniframe, q, &ptmp);
210 mapScrollLeft(bg, SPEED);
211 mapScrollLeft(spri, SPEED);
212 //mapScrollLeft(mask, SPEED);
213 modexShowPage(spri->page);
217 else if(player.tx > 1 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))
219 for(q=1; q<=(TILEWH/SPEED); q++)
223 //animatePlayer(bg, spri, mask, 3, 0, player.x, player.y, persist_aniframe, q, &ptmp);
224 animatePlayer(bg, spri, 3, 0, player.x, player.y, persist_aniframe, q, &ptmp);
225 modexShowPage(spri->page);
231 modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);
232 modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);
233 modexShowPage(spri->page);
235 player.triggerx = player.tx-1;
236 player.triggery = player.ty;
239 if(keyp(80) && !keyp(72))
241 if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))
243 for(q=1; q<=(TILEWH/SPEED); q++)
246 //animatePlayer(bg, spri, mask, 2, 1, player.x, player.y, persist_aniframe, q, &ptmp);
247 animatePlayer(bg, spri, 2, 1, player.x, player.y, persist_aniframe, q, &ptmp);
248 mapScrollDown(bg, SPEED);
249 mapScrollDown(spri, SPEED);
250 //mapScrollDown(mask, SPEED);
251 modexShowPage(spri->page);
255 else if(player.ty < MAPY && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))
257 for(q=1; q<=(TILEWH/SPEED); q++)
261 //animatePlayer(bg, spri, mask, 2, 0, player.x, player.y, persist_aniframe, q, &ptmp);
262 animatePlayer(bg, spri, 2, 0, player.x, player.y, persist_aniframe, q, &ptmp);
263 modexShowPage(spri->page);
269 modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);
270 modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);
271 modexShowPage(spri->page);
273 player.triggerx = player.tx;
274 player.triggery = player.ty+1;
277 if(keyp(72) && !keyp(80))
279 if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))
281 for(q=1; q<=(TILEWH/SPEED); q++)
284 //animatePlayer(bg, spri, mask, 0, 1, player.x, player.y, persist_aniframe, q, &ptmp);
285 animatePlayer(bg, spri, 0, 1, player.x, player.y, persist_aniframe, q, &ptmp);
286 mapScrollUp(bg, SPEED);
287 mapScrollUp(spri, SPEED);
288 //mapScrollUp(mask, SPEED);
289 modexShowPage(spri->page);
293 else if(player.ty > 1 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))
295 for(q=1; q<=(TILEWH/SPEED); q++)
299 //animatePlayer(bg, spri, mask, 0, 0, player.x, player.y, persist_aniframe, q, &ptmp);
300 modexShowPage(spri->page);
301 animatePlayer(bg, spri, 0, 0, player.x, player.y, persist_aniframe, q, &ptmp);
307 modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);
308 modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 0, 24, 32, &ptmp);
309 modexShowPage(spri->page);
311 player.triggerx = player.tx;
312 player.triggery = player.ty-1;
314 //modexClearRegion(mask->page, 66, 66, 2, 40, 0);
315 //modexClearRegion(spri->page, TRIGGX, TRIGGY, 16, 16, 0);
316 if((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(KEY_ENTER))
319 for(i=600; i>=400; i--)
329 printf("Project 16 scroll.exe\n");
330 printf("tx: %d\n", bg->tx);
331 printf("ty: %d\n", bg->ty);
332 printf("player.x: %d\n", player.x);
333 printf("player.y: %d\n", player.y);
334 printf("player.tx: %d\n", player.tx);
335 printf("player.ty: %d\n", player.ty);
336 printf("player.triggx: %d\n", player.triggerx);
337 printf("player.triggy: %d\n", player.triggery);
342 allocMap(int w, int h) {
347 result.data = malloc(sizeof(byte) * w * h);
354 initMap(map_t *map) {
355 /* just a place holder to fill out an alternating pattern */
359 map->tiles = malloc(sizeof(tiles_t));
361 /* create the tile set */
362 map->tiles->data = malloc(sizeof(bitmap_t));
363 map->tiles->data->width = (TILEWH*2);
364 map->tiles->data->height= TILEWH;
365 map->tiles->data->data = malloc((TILEWH*2)*TILEWH);
366 map->tiles->tileHeight = TILEWH;
367 map->tiles->tileWidth =TILEWH;
368 map->tiles->rows = 1;
369 map->tiles->cols = 2;
372 for(y=0; y<TILEWH; y++) {
373 for(x=0; x<(TILEWH*2); x++) {
375 map->tiles->data->data[i] = 0x24;
377 map->tiles->data->data[i] = 0x34;
383 for(y=0; y<map->height; y++) {
384 for(x=0; x<map->width; x++) {
395 mapScrollRight(map_view_t *mv, byte offset) {
396 word x, y; /* coordinate for drawing */
398 /* increment the pixel position and update the page */
399 mv->page->dx += offset;
401 /* check to see if this changes the tile */
402 if(mv->page->dx >= mv->dxThresh ) {
403 /* go forward one tile */
405 /* Snap the origin forward */
407 mv->page->dx = mv->map->tiles->tileWidth;
410 /* draw the next column */
411 x= SCREEN_WIDTH + mv->map->tiles->tileWidth;
412 mapDrawCol(mv, mv->tx + 20 , mv->ty-1, x);
418 mapScrollLeft(map_view_t *mv, byte offset) {
419 word x, y; /* coordinate for drawing */
421 /* increment the pixel position and update the page */
422 mv->page->dx -= offset;
424 /* check to see if this changes the tile */
425 if(mv->page->dx == 0) {
426 /* go backward one tile */
429 /* Snap the origin backward */
431 mv->page->dx = mv->map->tiles->tileWidth;
433 /* draw the next column */
434 mapDrawCol(mv, mv->tx-1, mv->ty-1, 0);
440 mapScrollUp(map_view_t *mv, byte offset) {
441 word x, y; /* coordinate for drawing */
443 /* increment the pixel position and update the page */
444 mv->page->dy -= offset;
446 /* check to see if this changes the tile */
447 if(mv->page->dy == 0 ) {
448 /* go down one tile */
450 /* Snap the origin downward */
451 mv->page->data -= mv->page->width*4;
452 mv->page->dy = mv->map->tiles->tileHeight;
455 /* draw the next row */
457 mapDrawRow(mv, mv->tx-1 , mv->ty-1, y);
463 mapScrollDown(map_view_t *mv, byte offset) {
464 word x, y; /* coordinate for drawing */
466 /* increment the pixel position and update the page */
467 mv->page->dy += offset;
469 /* check to see if this changes the tile */
470 if(mv->page->dy >= mv->dyThresh ) {
471 /* go down one tile */
473 /* Snap the origin downward */
474 mv->page->data += mv->page->width*4;
475 mv->page->dy = mv->map->tiles->tileHeight;
478 /* draw the next row */
479 y= SCREEN_HEIGHT + mv->map->tiles->tileHeight;
480 mapDrawRow(mv, mv->tx-1 , mv->ty+15, y);
487 mapGoTo(map_view_t *mv, int tx, int ty) {
491 /* set up the coordinates */
494 mv->page->dx = mv->map->tiles->tileWidth;
495 mv->page->dy = mv->map->tiles->tileHeight;
497 /* set up the thresholds */
498 mv->dxThresh = mv->map->tiles->tileWidth * 2;
499 mv->dyThresh = mv->map->tiles->tileHeight * 2;
502 modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);
504 i=mv->ty * mv->map->width + mv->tx;
505 for(ty=mv->ty-1; py < SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; ty++, py+=mv->map->tiles->tileHeight) {
506 mapDrawRow(mv, tx-1, ty, py);
507 i+=mv->map->width - tx;
513 mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y) {
516 rx = (i % t->cols) * t->tileWidth;
517 ry = (i / t->cols) * t->tileHeight;
518 modexDrawBmpRegion(page, x, y, rx, ry, t->tileWidth, t->tileHeight, t->data);
523 mapDrawRow(map_view_t *mv, int tx, int ty, word y) {
527 /* the position within the map array */
528 i=ty * mv->map->width + tx;
529 for(x=0; x<SCREEN_WIDTH+mv->dxThresh && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {
531 /* we are in the map, so copy! */
532 mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);
540 mapDrawCol(map_view_t *mv, int tx, int ty, word x) {
544 /* location in the map array */
545 i=ty * mv->map->width + tx;
547 /* We'll copy all of the columns in the screen,
548 i + 1 row above and one below */
549 for(y=0; y<SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {
551 /* we are in the map, so copy away! */
552 mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);
559 animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */word d1, word d2, int x, int y, word ls, word lp, bitmap_t *bmp)
565 else qq = ((lp)*SPEED);
589 modexCopyPageRegion(dest->page, src->page, x-4, y-4, x-4, y-4, 28, 40);
590 if(2>ls && ls>=1) { modexDrawSpriteRegion(dest->page, x, y, 48, dire, 24, 32, bmp); }else
591 if(3>ls && ls>=2) { modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }else
592 if(4>ls && ls>=3) { modexDrawSpriteRegion(dest->page, x, y, 0, dire, 24, 32, bmp); }else
593 if(5>ls && ls>=4) { modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }
594 //TODO: mask copy //modexCopyPageRegion(dest->page, src->page, x-4, y-4, x-4, y-4, 28, 40);
595 //modexClearRegion(top->page, 66, 66, 2, 40, 0);
596 //modexCopyPageRegion(dest->page, top->page, 66, 66, 66, 66, 2, 40);
597 //turn this off if XT