map_t *map;\r
page_t *page;\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 ty; //appears to be the top left tile position on the viewable screen map\r
word dxThresh; //????\r
word dyThresh; //????\r
} map_view_t;\r
\r
-struct {
+struct {\r
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
+ int ty; //player tile position on the viewable map\r
int hp; //hitpoints of the player\r
} player;\r
\r
void mapGoTo(map_view_t *mv, int tx, int ty);\r
void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\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);
-void animatePlayer(map_view_t *mv, short d1, short d2, int x, int y, int ls, bitmap_t *bmp);\r
+void mapDrawCol(map_view_t *mv, int tx, int ty, word x);\r
+void animatePlayer(map_view_t *src, map_view_t *dest, short d1, short d2, int x, int y, int ls, bitmap_t *bmp);\r
\r
#define TILEWH 16\r
-#define QUADWH (TILEWH/4)
-#define SPEED 2
-
-//place holder definitions
-#define MAPX 40
+#define QUADWH (TILEWH/4)\r
+#define SPEED 4\r
+\r
+//place holder definitions\r
+#define MAPX 40\r
#define MAPY 30\r
#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
void main() {\r
bitmap_t ptmp; // player sprite\r
- int q=0;\r
+ int q=1;\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 *bg, *spri, *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 = ↦
+ mv.map = ↦\r
mv2.map = ↦\r
\r
/* draw the tiles */\r
- ptr = map.data;
+ ptr = map.data;\r
ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
- modexEnter();
+ modexEnter();\r
modexPalUpdate(ptmp.palette);\r
screen = modexDefaultPage();\r
screen.width += (TILEWH*2);\r
+ screen.height += (TILEWH*2);\r
mv.page = &screen;\r
- screen2=modexNextPage(mv.page);\r
+ screen2 = modexNextPage(mv.page);\r
mv2.page = &screen2;\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);
- mapGoTo(show, 0, 0);\r
-
+ bg = &mv;\r
+ spri = &mv2;\r
+\r
+//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
+ mapGoTo(bg, 0, 0);\r
+ mapGoTo(spri, 0, 0);\r
+\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;
- modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);
-
- modexShowPage(draw->page);\r
- while(!keyp(1))
+ //default player position on the viewable map\r
+ player.tx = bg->tx + 10;\r
+ player.ty = bg->ty + 8;\r
+ player.x = player.tx*TILEWH;\r
+ player.y = player.ty*TILEWH;\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
+ modexCopyPageRegion(bg->page, spri->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexShowPage(bg->page);\r
+ while(!keyp(1))\r
{\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
-
- //TODO: render the player properly with animation and sprite sheet
- if(keyp(77))
- {
-// modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);
- if(draw->tx >= 0 && draw->tx+20 < MAPX && player.tx == draw->tx + 10)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
+ //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\r
+ \r
+ //TODO: render the player properly with animation and sprite sheet\r
+ //TODO: fexible speeds\r
+ if(keyp(77) && !keyp(75))\r
+ {\r
+ if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10)\r
+ {\r
+ for(q=1; q<=(TILEWH/SPEED); q++)\r
{\r
-// modexDrawBmp(draw->page, &bmp);
- animatePlayer(draw, 1, 1, player.x, player.y, q, &ptmp);
- mapScrollRight(draw, SPEED);
- modexShowPage(draw->page);\r
-// mapScrollRight(show, SPEED);\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);
- animatePlayer(draw, 1, 0, player.x, player.y, q, &ptmp);
- modexShowPage(draw->page);
- SWAP(draw, show);
- }
- player.tx++;
+ animatePlayer(bg, spri, 1, 1, player.x, player.y, q, &ptmp);\r
+ mapScrollRight(bg, SPEED);\r
+ mapScrollRight(spri, SPEED);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.tx++;\r
+ }\r
+ else if(player.tx < MAPX)\r
+ {\r
+ for(q=1; q<=(TILEWH/SPEED); q++)\r
+ {\r
+ player.x+=SPEED;\r
+ animatePlayer(bg, spri, 1, 0, player.x, player.y, q, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.tx++;\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);\r
+ modexShowPage(spri->page);\r
}\r
}\r
\r
- if(keyp(75))
- {
-// modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);
- if(draw->tx > 0 && draw->tx+20 <= MAPX && player.tx == draw->tx + 10)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
-// modexDrawBmp(draw->page, player.x-((q+1)*SPEED), player.y, &bmp);
- animatePlayer(draw, 3, 1, player.x, player.y, q, &ptmp);
- mapScrollLeft(draw, SPEED);
- modexShowPage(draw->page);\r
-// mapScrollLeft(show, SPEED);\r
-// SWAP(draw, show);\r
- }
+ if(keyp(75) && !keyp(77))\r
+ {\r
+ if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10)\r
+ {\r
+ for(q=1; q<=(TILEWH/SPEED); q++)\r
+ {\r
+ \r
+ animatePlayer(bg, spri, 3, 1, player.x, player.y, q, &ptmp);\r
+ mapScrollLeft(bg, SPEED);\r
+ mapScrollLeft(spri, SPEED);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.tx--;\r
+ }\r
+ else if(player.tx > 1)\r
+ {\r
+ for(q=1; q<=(TILEWH/SPEED); q++)\r
+ {\r
+ player.x-=SPEED;\r
+ animatePlayer(bg, spri, 3, 0, player.x, player.y, q, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
player.tx--;\r
- }
- else if(player.tx > 1)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- player.x-=SPEED;
-// modexDrawBmp(draw->page, player.x, player.y, &bmp);
- animatePlayer(draw, 3, 0, player.x, player.y, q, &ptmp);
- modexShowPage(draw->page);
- SWAP(draw, show);
- }
- player.tx--;
- }
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
}\r
\r
- if(keyp(80))
- {
-// modexDrawSpriteRegion(draw->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);
- if(draw->ty >= 0 && draw->ty+15 < MAPY && player.ty == draw->ty + 8)
+ if(keyp(80) && !keyp(72))\r
+ {\r
+ if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8)\r
+ {\r
+ for(q=1; q<=(TILEWH/SPEED); q++)\r
+ {\r
+ animatePlayer(bg, spri, 2, 1, player.x, player.y, q, &ptmp);\r
+ mapScrollDown(bg, SPEED);\r
+ mapScrollDown(spri, SPEED);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.ty++;\r
+ }\r
+ else if(player.ty < MAPY)\r
{\r
- for(q=0; q<(TILEWH/SPEED); q++)
- {
-// modexDrawBmp(draw->page, player.x, player.y+((q+1)*SPEED), &bmp);
- animatePlayer(draw, 2, 1, player.x, player.y, q, &ptmp);
- mapScrollDown(draw, SPEED);
- modexShowPage(draw->page);\r
-// mapScrollDown(show, SPEED);\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);
- animatePlayer(draw, 2, 0, player.x, player.y, q, &ptmp);
- modexShowPage(draw->page);
-// SWAP(draw, show);
- }
- player.ty++;
+ for(q=1; q<=(TILEWH/SPEED); q++)\r
+ {\r
+ player.y+=SPEED;\r
+ animatePlayer(bg, spri, 2, 0, player.x, player.y, q, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.ty++;\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
+ modexShowPage(spri->page);\r
}\r
}\r
\r
- if(keyp(72))
- {
- if(draw->ty > 0 && draw->ty+15 <= MAPY && player.ty == draw->ty + 8)
+ if(keyp(72) && !keyp(80))\r
+ {\r
+ if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8)\r
{\r
- for(q=0; q<(TILEWH/SPEED); q++)
+ for(q=1; q<=(TILEWH/SPEED); q++)\r
{\r
-// modexDrawBmp(draw->page, player.x, player.y-((q+1)*SPEED), &bmp);
- animatePlayer(draw, 0, 1, player.x, player.y, q, &ptmp);
- mapScrollUp(draw, SPEED);
- modexShowPage(draw->page);
-// mapScrollUp(show, SPEED);\r
-// SWAP(draw, show);\r
- }
- player.ty--;
- }
- else if(player.ty > 1)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- player.y-=SPEED;
-// modexDrawBmp(draw->page, player.x, player.y, &bmp);
- animatePlayer(draw, 0, 0, player.x, player.y, q, &ptmp);
- modexShowPage(draw->page);
-// SWAP(draw, show);
- }
- player.ty--;
+ animatePlayer(bg, spri, 0, 1, player.x, player.y, q, &ptmp);\r
+ mapScrollUp(bg, SPEED);\r
+ mapScrollUp(spri, SPEED);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.ty--;\r
+ }\r
+ else if(player.ty > 1)\r
+ {\r
+ for(q=1; q<=(TILEWH/SPEED); q++)\r
+ {\r
+ player.y-=SPEED;\r
+ animatePlayer(bg, spri, 0, 0, player.x, player.y, q, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.ty--;\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 0, 24, 32, &ptmp);\r
+ modexShowPage(spri->page);\r
}\r
}\r
-// modexDrawBmp(draw->page, player.x, player.y, &bmp);\r
- //modexShowPage(draw->page);\r
\r
}\r
-
+\r
modexLeave();\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);
+ setkb(0);\r
+ printf("Project 16 scroll.exe\n");\r
+ printf("tx: %d\n", bg->tx);\r
+ printf("ty: %d\n", bg->ty);\r
+ printf("player.x: %d\n", player.x);\r
+ printf("player.y: %d\n", player.y);\r
+ printf("player.tx: %d\n", player.tx);\r
+ printf("player.ty: %d\n", player.ty);\r
}\r
\r
\r
i += mv->map->width;\r
}\r
}\r
-
-void animatePlayer(map_view_t *mv, short d1, short d2, int x, int y, int ls, bitmap_t *bmp)
+\r
+void\r
+animatePlayer(map_view_t *src, map_view_t *dest, short d1, short d2, int x, int y, int ls, bitmap_t *bmp)\r
{
- int qq;
-
- if(d2==0) qq = 0;
- else qq = ((ls+1)*SPEED);
- switch (d1)
- {
- case 0:
- //up
- if(ls<2) modexDrawSpriteRegion(mv->page, x-4, y-qq-TILEWH, 24, 0, 24, 32, bmp);
- if(4>ls && ls>=2) modexDrawSpriteRegion(mv->page, x-4, y-qq-TILEWH, 0, 0, 24, 32, bmp);
- if(6>ls && ls>=4) modexDrawSpriteRegion(mv->page, x-4, y-qq-TILEWH, 48, 0, 24, 32, bmp);
- if(ls>6) modexDrawSpriteRegion(mv->page, x-4, y-qq-TILEWH, 24, 0, 24, 32, bmp);
- break;
- case 1:
- // right
- //right
- if(ls<2) modexDrawSpriteRegion(mv->page, x+qq-4, y-TILEWH, 24, 32, 24, 32, bmp);
- if(4>ls && ls>=2) modexDrawSpriteRegion(mv->page, x+qq-4, y-TILEWH, 0, 32, 24, 32, bmp);
- if(6>ls && ls>=4) modexDrawSpriteRegion(mv->page, x+qq-4, y-TILEWH, 48, 32, 24, 32, bmp);
- if(ls>6) modexDrawSpriteRegion(mv->page, x+qq-4, y-TILEWH, 24, 32, 24, 32, bmp);
- break;
- case 2:
- //down
- if(ls<2) modexDrawSpriteRegion(mv->page, x-4, y+qq-TILEWH, 24, 64, 24, 32, bmp);
- if(4>ls && ls>=2) modexDrawSpriteRegion(mv->page, x-4, y+qq-TILEWH, 0, 64, 24, 32, bmp);
- if(6>ls && ls>=4) modexDrawSpriteRegion(mv->page, x-4, y+qq-TILEWH, 48, 64, 24, 32, bmp);
- if(ls>6) modexDrawSpriteRegion(mv->page, x-4, y+qq-TILEWH, 24, 64, 24, 32, bmp);
- break;
- case 3:
- //left
- if(ls<2) modexDrawSpriteRegion(mv->page, x-qq-4, y-TILEWH, 24, 96, 24, 32, bmp);
- if(4>ls && ls>=2) modexDrawSpriteRegion(mv->page, x-qq-4, y-TILEWH, 0, 96, 24, 32, bmp);
- if(6>ls && ls>=4) modexDrawSpriteRegion(mv->page, x-qq-4, y-TILEWH, 48, 96, 24, 32, bmp);
- if(ls>6) modexDrawSpriteRegion(mv->page, x-qq-4, y-TILEWH, 24, 96, 24, 32, bmp);
- break;
+ short dire=32*d1;\r
+ short qq;\r
+ short lo = ((TILEWH / SPEED) / 3);\r
+ short loo = (ls + lo);
+\r
+ if(d2==0) qq = 0;\r
+ else qq = ((ls+1)*SPEED);\r
+ switch (d1)\r
+ {\r
+ case 0:\r
+ //up\r
+ x=x-4;\r
+ y=y-qq-TILEWH;\r
+ break;\r
+ case 1:\r
+ // right\r
+ x=x+qq-4;\r
+ y=y-TILEWH;\r
+ break;\r
+ case 2:\r
+ //down\r
+ x=x-4;\r
+ y=y+qq-TILEWH;\r
+ break;\r
+ case 3:\r
+ //left\r
+ x=x-qq-4;\r
+ y=y-TILEWH;\r
+ break;\r
}
-}
+ //TODO: make flexible animation thingy\r
+ if(2>ls && ls>=1) { modexCopyPageRegion(dest->page, src->page, x-2, y-4, x-2, y-4, 28, 40);\r
+ modexDrawSpriteRegion(dest->page, x, y, 48, dire, 24, 32, bmp); }else\r
+ if(3>ls && ls>=2) { modexCopyPageRegion(dest->page, src->page, x-2, y-4, x-2, y-4, 28, 40);\r
+ modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }else\r
+ if(4>ls && ls>=3) { modexCopyPageRegion(dest->page, src->page, x-2, y-4, x-2, y-4, 28, 40);\r
+ modexDrawSpriteRegion(dest->page, x, y, 0, dire, 24, 32, bmp); }else\r
+ if(5>ls && ls>=4) { modexCopyPageRegion(dest->page, src->page, x-2, y-4, x-2, y-4, 28, 40);\r
+ modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }
+ modexWaitBorder();\r
+}\r