6 //word far *clock= (word far*) 0x046C; /* 18.2hz clock */
\r
14 //unsigned int tilex,tiley; // tile position on the map
\r
29 int tx; //appears to be the top left tile position on the viewable screen map
\r
30 int ty; //appears to be the top left tile position on the viewable screen map
31 word dxThresh; //????
\r
32 word dyThresh; //????
\r
36 int x; //player exact position on the viewable map
\r
37 int y; //player exact position on the viewable map
\r
38 int tx; //player tile position on the viewable map
\r
39 int ty; //player tile position on the viewable map
40 int hp; //hitpoints of the player
\r
44 map_t allocMap(int w, int h);
\r
45 void initMap(map_t *map);
\r
46 void mapScrollRight(map_view_t *mv, byte offset);
\r
47 void mapScrollLeft(map_view_t *mv, byte offest);
\r
48 void mapScrollUp(map_view_t *mv, byte offset);
\r
49 void mapScrollDown(map_view_t *mv, byte offset);
\r
50 void mapGoTo(map_view_t *mv, int tx, int ty);
\r
51 void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);
\r
52 void mapDrawRow(map_view_t *mv, int tx, int ty, word y);
\r
53 void mapDrawCol(map_view_t *mv, int tx, int ty, word x);
54 void animatePlayer(map_view_t *mv, short d1, short d2, int x, int y, int ls, bitmap_t *bmp);
\r
57 #define QUADWH (TILEWH/4)
60 //place holder definitions
63 #define SWAP(a, b) tmp=a; a=b; b=tmp;
\r
65 bitmap_t ptmp; // player sprite
\r
67 page_t screen, screen2;
\r
70 map_view_t *draw, *show, *tmp;
\r
74 /* create the map */
\r
75 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
\r
80 /* draw the tiles */
\r
82 ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
\r
84 modexPalUpdate(ptmp.palette);
\r
85 screen = modexDefaultPage();
\r
86 screen.width += (TILEWH*2);
\r
88 screen2=modexNextPage(mv.page);
\r
89 mv2.page = &screen2;
\r
90 modexShowPage(mv.page);
\r
97 //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen
99 mapGoTo(show, 0, 0);
\r
101 //TODO: put player in starting position of spot
\r
102 //default player position on the viewable map
103 player.tx = draw->tx + 10;
104 player.ty = draw->ty + 8;
105 player.x = player.tx*TILEWH;
106 player.y = player.ty*TILEWH;
107 modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);
109 modexShowPage(draw->page);
\r
112 //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square
\r
113 //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction
\r
114 //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
116 //TODO: render the player properly with animation and sprite sheet
119 modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);
120 if(draw->tx >= 0 && draw->tx+20 < MAPX && player.tx == draw->tx + 10)
122 for(q=0; q<(TILEWH/SPEED); q++)
124 // modexDrawBmp(draw->page, &bmp);
125 animatePlayer(draw, 1, 1, player.x, player.y, q, &ptmp);
126 mapScrollRight(draw, SPEED);
127 modexShowPage(draw->page);
\r
128 // mapScrollRight(show, SPEED);
\r
129 // SWAP(draw, show);
\r
133 else if(player.tx < MAPX)
135 for(q=0; q<(TILEWH/SPEED); q++)
138 // modexDrawBmp(draw->page, player.x, player.y, &bmp);
139 animatePlayer(draw, 1, 0, player.x, player.y, q, &ptmp);
140 modexShowPage(draw->page);
149 modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);
150 if(draw->tx > 0 && draw->tx+20 <= MAPX && player.tx == draw->tx + 10)
152 for(q=0; q<(TILEWH/SPEED); q++)
154 // modexDrawBmp(draw->page, player.x-((q+1)*SPEED), player.y, &bmp);
155 animatePlayer(draw, 3, 1, player.x, player.y, q, &ptmp);
156 mapScrollLeft(draw, SPEED);
157 modexShowPage(draw->page);
\r
158 // mapScrollLeft(show, SPEED);
\r
159 // SWAP(draw, show);
\r
163 else if(player.tx > 1)
165 for(q=0; q<(TILEWH/SPEED); q++)
168 // modexDrawBmp(draw->page, player.x, player.y, &bmp);
169 animatePlayer(draw, 3, 0, player.x, player.y, q, &ptmp);
170 modexShowPage(draw->page);
179 modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);
180 if(draw->ty >= 0 && draw->ty+15 < MAPY && player.ty == draw->ty + 8)
182 for(q=0; q<(TILEWH/SPEED); q++)
184 // modexDrawBmp(draw->page, player.x, player.y+((q+1)*SPEED), &bmp);
185 animatePlayer(draw, 2, 1, player.x, player.y, q, &ptmp);
186 mapScrollDown(draw, SPEED);
187 modexShowPage(draw->page);
\r
188 // mapScrollDown(show, SPEED);
\r
189 // SWAP(draw, show);
\r
193 else if(player.ty < MAPY)
195 for(q=0; q<(TILEWH/SPEED); q++)
198 // modexDrawBmp(draw->page, player.x, player.y, &bmp);
199 animatePlayer(draw, 2, 0, player.x, player.y, q, &ptmp);
200 modexShowPage(draw->page);
209 modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 0, 24, 32, &ptmp);
210 if(draw->ty > 0 && draw->ty+15 <= MAPY && player.ty == draw->ty + 8)
212 for(q=0; q<(TILEWH/SPEED); q++)
214 // modexDrawBmp(draw->page, player.x, player.y-((q+1)*SPEED), &bmp);
215 animatePlayer(draw, 0, 1, player.x, player.y, q, &ptmp);
216 mapScrollUp(draw, SPEED);
217 modexShowPage(draw->page);
218 // mapScrollUp(show, SPEED);
\r
219 // SWAP(draw, show);
\r
223 else if(player.ty > 1)
225 for(q=0; q<(TILEWH/SPEED); q++)
228 // modexDrawBmp(draw->page, player.x, player.y, &bmp);
229 animatePlayer(draw, 0, 0, player.x, player.y, q, &ptmp);
230 modexShowPage(draw->page);
236 // modexDrawBmp(draw->page, player.x, player.y, &bmp);
\r
237 //modexShowPage(draw->page);
\r
243 printf("Project 16 scroll.exe\n");
244 printf("tx: %d\n", draw->tx);
245 printf("ty: %d\n", draw->ty);
246 printf("player.x: %d\n", player.x);
247 printf("player.y: %d\n", player.y);
248 printf("player.tx: %d\n", player.tx);
249 printf("player.ty: %d\n", player.ty);
254 allocMap(int w, int h) {
\r
259 result.data = malloc(sizeof(byte) * w * h);
\r
266 initMap(map_t *map) {
\r
267 /* just a place holder to fill out an alternating pattern */
\r
271 map->tiles = malloc(sizeof(tiles_t));
\r
273 /* create the tile set */
\r
274 map->tiles->data = malloc(sizeof(bitmap_t));
\r
275 map->tiles->data->width = (TILEWH*2);
\r
276 map->tiles->data->height= TILEWH;
\r
277 map->tiles->data->data = malloc((TILEWH*2)*TILEWH);
\r
278 map->tiles->tileHeight = TILEWH;
\r
279 map->tiles->tileWidth =TILEWH;
\r
280 map->tiles->rows = 1;
\r
281 map->tiles->cols = 2;
\r
284 for(y=0; y<TILEWH; y++) {
\r
285 for(x=0; x<(TILEWH*2); x++) {
\r
287 map->tiles->data->data[i] = 0x24;
\r
289 map->tiles->data->data[i] = 0x34;
\r
295 for(y=0; y<map->height; y++) {
\r
296 for(x=0; x<map->width; x++) {
\r
297 map->data[i] = tile;
\r
298 tile = tile ? 0 : 1;
\r
301 tile = tile ? 0 : 1;
\r
307 mapScrollRight(map_view_t *mv, byte offset) {
\r
308 word x, y; /* coordinate for drawing */
\r
310 /* increment the pixel position and update the page */
\r
311 mv->page->dx += offset;
\r
313 /* check to see if this changes the tile */
\r
314 if(mv->page->dx >= mv->dxThresh ) {
\r
315 /* go forward one tile */
\r
317 /* Snap the origin forward */
\r
318 mv->page->data += 4;
\r
319 mv->page->dx = mv->map->tiles->tileWidth;
\r
322 /* draw the next column */
\r
323 x= SCREEN_WIDTH + mv->map->tiles->tileWidth;
\r
324 mapDrawCol(mv, mv->tx + 20 , mv->ty-1, x);
\r
330 mapScrollLeft(map_view_t *mv, byte offset) {
\r
331 word x, y; /* coordinate for drawing */
\r
333 /* increment the pixel position and update the page */
\r
334 mv->page->dx -= offset;
\r
336 /* check to see if this changes the tile */
\r
337 if(mv->page->dx == 0) {
\r
338 /* go backward one tile */
\r
341 /* Snap the origin backward */
\r
342 mv->page->data -= 4;
\r
343 mv->page->dx = mv->map->tiles->tileWidth;
\r
345 /* draw the next column */
\r
346 mapDrawCol(mv, mv->tx-1, mv->ty-1, 0);
\r
352 mapScrollUp(map_view_t *mv, byte offset) {
\r
353 word x, y; /* coordinate for drawing */
\r
355 /* increment the pixel position and update the page */
\r
356 mv->page->dy -= offset;
\r
358 /* check to see if this changes the tile */
\r
359 if(mv->page->dy == 0 ) {
\r
360 /* go down one tile */
\r
362 /* Snap the origin downward */
\r
363 mv->page->data -= mv->page->width*4;
\r
364 mv->page->dy = mv->map->tiles->tileHeight;
\r
367 /* draw the next row */
\r
369 mapDrawRow(mv, mv->tx-1 , mv->ty-1, y);
\r
375 mapScrollDown(map_view_t *mv, byte offset) {
\r
376 word x, y; /* coordinate for drawing */
\r
378 /* increment the pixel position and update the page */
\r
379 mv->page->dy += offset;
\r
381 /* check to see if this changes the tile */
\r
382 if(mv->page->dy >= mv->dyThresh ) {
\r
383 /* go down one tile */
\r
385 /* Snap the origin downward */
\r
386 mv->page->data += mv->page->width*4;
\r
387 mv->page->dy = mv->map->tiles->tileHeight;
\r
390 /* draw the next row */
\r
391 y= SCREEN_HEIGHT + mv->map->tiles->tileHeight;
\r
392 mapDrawRow(mv, mv->tx-1 , mv->ty+15, y);
\r
399 mapGoTo(map_view_t *mv, int tx, int ty) {
\r
403 /* set up the coordinates */
\r
406 mv->page->dx = mv->map->tiles->tileWidth;
\r
407 mv->page->dy = mv->map->tiles->tileHeight;
\r
409 /* set up the thresholds */
\r
410 mv->dxThresh = mv->map->tiles->tileWidth * 2;
\r
411 mv->dyThresh = mv->map->tiles->tileHeight * 2;
\r
413 /* draw the tiles */
\r
414 modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);
\r
416 i=mv->ty * mv->map->width + mv->tx;
\r
417 for(ty=mv->ty-1; py < SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; ty++, py+=mv->map->tiles->tileHeight) {
\r
418 mapDrawRow(mv, tx-1, ty, py);
\r
419 i+=mv->map->width - tx;
\r
425 mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y) {
\r
428 rx = (i % t->cols) * t->tileWidth;
\r
429 ry = (i / t->cols) * t->tileHeight;
\r
430 modexDrawBmpRegion(page, x, y, rx, ry, t->tileWidth, t->tileHeight, t->data);
\r
435 mapDrawRow(map_view_t *mv, int tx, int ty, word y) {
\r
439 /* the position within the map array */
\r
440 i=ty * mv->map->width + tx;
\r
441 for(x=0; x<SCREEN_WIDTH+mv->dxThresh && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {
\r
443 /* we are in the map, so copy! */
\r
444 mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);
\r
452 mapDrawCol(map_view_t *mv, int tx, int ty, word x) {
\r
456 /* location in the map array */
\r
457 i=ty * mv->map->width + tx;
\r
459 /* We'll copy all of the columns in the screen,
\r
460 i + 1 row above and one below */
\r
461 for(y=0; y<SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {
\r
463 /* we are in the map, so copy away! */
\r
464 mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);
\r
466 i += mv->map->width;
\r
470 void animatePlayer(map_view_t *mv, short d1, short d2, int x, int y, int ls, bitmap_t *bmp)
475 else qq = ((ls+1)*SPEED);
480 if(ls<2) modexDrawSpriteRegion(mv->page, x-4, y-qq-TILEWH, 24, 0, 24, 32, bmp);
481 if(4>ls && ls>=2) modexDrawSpriteRegion(mv->page, x-4, y-qq-TILEWH, 48, 0, 24, 32, bmp);
482 if(6>ls && ls>=4) modexDrawSpriteRegion(mv->page, x-4, y-qq-TILEWH, 0, 0, 24, 32, bmp);
483 if(ls>6) modexDrawSpriteRegion(mv->page, x-4, y-qq-TILEWH, 24, 0, 24, 32, bmp);
488 if(ls<2) modexDrawSpriteRegion(mv->page, x+qq-4, y-TILEWH, 24, 32, 24, 32, bmp);
489 if(4>ls && ls>=2) modexDrawSpriteRegion(mv->page, x+qq-4, y-TILEWH, 48, 32, 24, 32, bmp);
490 if(6>ls && ls>=4) modexDrawSpriteRegion(mv->page, x+qq-4, y-TILEWH, 0, 32, 24, 32, bmp);
491 if(ls>6) modexDrawSpriteRegion(mv->page, x+qq-4, y-TILEWH, 24, 32, 24, 32, bmp);
495 if(ls<2) modexDrawSpriteRegion(mv->page, x-4, y+qq-TILEWH, 24, 64, 24, 32, bmp);
496 if(4>ls && ls>=2) modexDrawSpriteRegion(mv->page, x-4, y+qq-TILEWH, 48, 64, 24, 32, bmp);
497 if(6>ls && ls>=4) modexDrawSpriteRegion(mv->page, x-4, y+qq-TILEWH, 0, 64, 24, 32, bmp);
498 if(ls>6) modexDrawSpriteRegion(mv->page, x-4, y+qq-TILEWH, 24, 64, 24, 32, bmp);
502 if(ls<2) modexDrawSpriteRegion(mv->page, x-qq-4, y-TILEWH, 24, 96, 24, 32, bmp);
503 if(4>ls && ls>=2) modexDrawSpriteRegion(mv->page, x-qq-4, y-TILEWH, 48, 96, 24, 32, bmp);
504 if(6>ls && ls>=4) modexDrawSpriteRegion(mv->page, x-qq-4, y-TILEWH, 0, 96, 24, 32, bmp);
505 if(ls>6) modexDrawSpriteRegion(mv->page, x-qq-4, y-TILEWH, 24, 96, 24, 32, bmp);