+ bitmap_t bmp;\r
+ int q=0;\r
+ page_t screen;//,screen2;\r
+ map_t map;\r
+ map_view_t mv;//, mv2;\r
+ map_view_t *draw;//, *show, *tmp;\r
+ byte *ptr;\r
+\r
+ setkb(1);\r
+ /* create the map */\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 = ↦
+// mv2.map = ↦\r
+\r
+ /* draw the tiles */\r
+ ptr = map.data;
+ bmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
+ modexPalUpdate(bmp.palette);\r
+ modexEnter();\r
+ screen = modexDefaultPage();\r
+ screen.width += (TILEWH*2);\r
+ mv.page = &screen;\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
+ 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)){
+ 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
+ }
+ 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))
+ {
+ 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))
+ {
+ 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
+ //modexDrawBmp(draw->page, player.x, player.y, &bmp);\r
+ //modexShowPage(draw->page);\r
+\r
+ }\r