word tileWidth;\r
unsigned int rows;\r
unsigned int cols;\r
+ //unsigned int tilex,tiley; // tile position on the map\r
} tiles_t;\r
\r
\r
typedef struct {\r
map_t *map;\r
page_t *page;\r
- int tx;\r
- int ty;\r
- word dxThresh;\r
- word dyThresh;\r
+ int tx; //appears to be the top left tile position on the viewable screen map\r
+ int ty; //appears to be the top left tile position on the viewable screen map
+// int ttx; //bottem right tile
+// int tty; //bottem left tile\r
+ word dxThresh; //????\r
+ word dyThresh; //????\r
} map_view_t;\r
\r
-\r
+struct {
+ int x; //player exact position on the viewable map\r
+ int y; //player exact position on the viewable map\r
+ int tx; //player tile position on the viewable map\r
+ int ty; //player tile position on the viewable map\r
+} player;\r
\r
\r
map_t allocMap(int w, int h);\r
void mapDrawRow(map_view_t *mv, int tx, int ty, word y);\r
void mapDrawCol(map_view_t *mv, int tx, int ty, word x);\r
\r
-#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
+#define TILEWH 16\r
+#define QUADWH (TILEWH/4)
+#define SPEED 2
+
+//place holder definitions
+#define MAPX 40
+#define MAPY 30\r
+//#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
void main() {\r
- int show1=1;\r
- int tx, ty;\r
- int x, y;\r
- //int ch=0x0;\r
- byte ch;\r
+ bitmap_t bmp;\r
int q=0;\r
- page_t screen,screen2;\r
+ page_t screen;//,screen2;\r
map_t map;\r
- map_view_t mv, mv2;\r
- map_view_t *draw, *show, *tmp;\r
+ map_view_t mv;//, mv2;\r
+ map_view_t *draw;//, *show, *tmp;\r
byte *ptr;\r
- \r
\r
setkb(1);\r
/* create the map */\r
- map = allocMap(40,30); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly\r
+ 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
initMap(&map);\r
- mv.map = ↦\r
- mv2.map = ↦\r
+ mv.map = ↦
+// mv2.map = ↦\r
\r
/* draw the tiles */\r
- ptr = map.data;\r
+ ptr = map.data;
+ bmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
+ modexPalUpdate(bmp.palette);\r
modexEnter();\r
screen = modexDefaultPage();\r
- screen.width = 352;\r
+ screen.width += (TILEWH*2);\r
mv.page = &screen;\r
- mapGoTo(&mv, 0, 0);\r
- screen2=modexNextPage(mv.page);\r
- mv2.page = &screen2;\r
- mapGoTo(&mv2, 0, 0);\r
- modexShowPage(mv.page);\r
+// screen2=modexNextPage(mv.page);\r
+// mv2.page = &screen2;\r
+// mapGoTo(&mv2, 16, 16);\r
+// modexShowPage(mv.page);\r
\r
/* set up paging */\r
- show = &mv;\r
- draw = &mv2;\r
-\r
- while(!keyp(1)) {\r
- if(keyp(77)){\r
- for(q=0; q<16; q++) {\r
- mapScrollRight(draw, 1);\r
- modexShowPage(draw->page);\r
+// show = &mv;\r
+// draw = &mv2;\r
+ draw = &mv;
+
+//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen
+ mapGoTo(draw, 0, 0);\r
+
+ //TODO: put player in starting position of spot\r
+ //default player position on the viewable map
+ player.tx = draw->tx + 10;
+ player.ty = draw->ty + 8;
+ player.x = player.tx*TILEWH;
+ player.y = player.ty*TILEWH;
+
+ modexShowPage(draw->page);\r
+ while(!keyp(1))
+ {\r
+ //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
+ //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
+ //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
+ if(keyp(77))
+ {
+ if(draw->tx >= 0 && draw->tx+20 < MAPX && player.tx == draw->tx + 10)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {\r
+ modexDrawBmp(draw->page, player.x+((q+1)*SPEED), player.y, &bmp);
+ mapScrollRight(draw, SPEED);
+ modexShowPage(draw->page);\r
// mapScrollRight(draw, 1);\r
// SWAP(draw, show);\r
+ }
+ player.tx++;
+ }
+ else if(player.tx < MAPX)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ player.x+=SPEED;
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);
+ modexShowPage(draw->page);
+ }
+ player.tx++;
}\r
}\r
\r
- if(keyp(75)){\r
- for(q=0; q<16; q++) {\r
- mapScrollLeft(draw, 1);\r
- modexShowPage(draw->page);\r
+ if(keyp(75)){
+ if(draw->tx > 0 && draw->tx+20 <= MAPX && player.tx == draw->tx + 10)
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ modexDrawBmp(draw->page, player.x-((q+1)*SPEED), player.y, &bmp);
+ mapScrollLeft(draw, SPEED);
+ modexShowPage(draw->page);\r
// mapScrollLeft(show, 1);\r
// SWAP(draw, show);\r
- }\r
+ }
+ player.tx--;\r
+ }
+ else if(player.tx > 0)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ player.x-=SPEED;
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);
+ modexShowPage(draw->page);
+ }
+ player.tx--;
+ }
}\r
\r
- if(keyp(80)){\r
- for(q=0; q<16; q++) {\r
- mapScrollDown(draw, 1);\r
- modexShowPage(draw->page);\r
+ if(keyp(80))
+ {
+ if(draw->ty >= 0 && draw->ty+15 < MAPY && player.ty == draw->ty + 8)
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ modexDrawBmp(draw->page, player.x, player.y+((q+1)*SPEED), &bmp);
+ mapScrollDown(draw, SPEED);
+ modexShowPage(draw->page);\r
// mapScrollDown(show, 1);\r
// SWAP(draw, show);\r
+ }
+ player.ty++;
+ }
+ else if(player.ty < MAPY)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ player.y+=SPEED;
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);
+ modexShowPage(draw->page);
+ }
+ player.ty++;
}\r
}\r
\r
- if(keyp(72)){\r
- for(q=0; q<16; q++) {\r
- mapScrollUp(draw, 1);\r
- modexShowPage(draw->page);\r
+ if(keyp(72))
+ {
+ if(draw->ty > 0 && draw->ty+15 <= MAPY && player.ty == draw->ty + 8)
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {\r
+ modexDrawBmp(draw->page, player.x, player.y-((q+1)*SPEED), &bmp);
+ mapScrollUp(draw, SPEED);
+ modexShowPage(draw->page);
// mapScrollUp(show, 1);\r
// SWAP(draw, show);\r
+ }
+ player.ty--;
+ }
+ else if(player.ty > 0)// && player.ty <= draw->ty + 8)// && player.ty >= draw->ty+8)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ player.y-=SPEED;
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);
+ modexShowPage(draw->page);
+ }
+ player.ty--;
}\r
}\r
-\r
- //keyp(ch);\r
+ //modexDrawBmp(draw->page, player.x, player.y, &bmp);\r
+ //modexShowPage(draw->page);\r
\r
}\r
-\r
+
modexLeave();\r
- setkb(0);\r
+ setkb(0);
+ printf("Project 16 scroll.exe\n");
+ printf("tx: %d\n", draw->tx);
+ printf("ty: %d\n", draw->ty);
+ printf("player.x: %d\n", player.x);
+ printf("player.y: %d\n", player.y);
+ printf("player.tx: %d\n", player.tx);
+ printf("player.ty: %d\n", player.ty);
}\r
\r
\r
\r
/* create the tile set */\r
map->tiles->data = malloc(sizeof(bitmap_t));\r
- map->tiles->data->width = 32;\r
- map->tiles->data->height= 16;\r
- map->tiles->data->data = malloc(32*16);\r
- map->tiles->tileHeight = 16;\r
- map->tiles->tileWidth = 16;\r
+ map->tiles->data->width = (TILEWH*2);\r
+ map->tiles->data->height= TILEWH;\r
+ map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
+ map->tiles->tileHeight = TILEWH;\r
+ map->tiles->tileWidth =TILEWH;\r
map->tiles->rows = 1;\r
map->tiles->cols = 2;\r
\r
i=0;\r
- for(y=0; y<16; y++) {\r
- for(x=0; x<32; x++) {\r
- if(x<16)\r
+ for(y=0; y<TILEWH; y++) {\r
+ for(x=0; x<(TILEWH*2); x++) {\r
+ if(x<TILEWH)\r
map->tiles->data->data[i] = 0x24;\r
else\r
map->tiles->data->data[i] = 0x34;\r