//TODO: top left corner & bottem right corner of map veiw be set as map edge trigger since omapS 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\r
- while(!gvar.in.inst->Keyboard[77]){\r
+ if(gvar.in.inst->Keyboard[77]){\r
// for(q=0; q<TILEWH; q++) {\r
omapScrollRight(draw, 1);\r
// omodexShowPage(draw->page);\r
// }\r
}\r
\r
- while(!gvar.in.inst->Keyboard[75]){\r
+ if(gvar.in.inst->Keyboard[75]){\r
// for(q=0; q<TILEWH; q++) {\r
omapScrollLeft(draw, 1);\r
// omodexShowPage(draw->page);\r
// }\r
}\r
\r
- while(!gvar.in.inst->Keyboard[80]){\r
+ if(gvar.in.inst->Keyboard[80]){\r
// for(q=0; q<TILEWH; q++) {\r
omapScrollDown(draw, 1);\r
// omodexShowPage(draw->page);\r
// }\r
}\r
\r
- while(!gvar.in.inst->Keyboard[72]){\r
+ if(gvar.in.inst->Keyboard[72]){\r
// for(q=0; q<TILEWH; q++) {\r
omapScrollUp(draw, 1);\r
// omodexShowPage(draw->page);\r
\r
result.width =w;\r
result.height=h;\r
- result.data = _fmalloc(sizeof(byte) * w * h);\r
+ result.data = malloc(sizeof(byte) * w * h);\r
\r
return result;\r
}\r
int x, y;\r
int i;\r
int tile = 1;\r
- map->tiles = _fmalloc(sizeof(otiles_t));\r
+ map->tiles = malloc(sizeof(otiles_t));\r
\r
/* create the tile set */\r
- map->tiles->data = _fmalloc(sizeof(bitmap_t));\r
+ map->tiles->data = malloc(sizeof(bitmap_t));\r
map->tiles->data->width = (TILEWH*2);\r
map->tiles->data->height= TILEWH;\r
- map->tiles->data->data = _fmalloc((TILEWH*2)*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