word dyThresh; //????\r
} map_view_t;\r
\r
-//TODO: make this into actor_t\r
-struct {\r
+typedef 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
word q; //loop variable\r
word d; //direction\r
int hp; //hitpoints of the player\r
-} player;\r
+} actor_t;\r
\r
\r
map_t allocMap(int w, int h);\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 dpad(sword k);\r
+void mapDrawCol(map_view_t *mv, int tx, int ty, word x);\r
void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */short d1, short d2, int x, int y, int ls, int lp, bitmap_t *bmp);\r
\r
#define TILEWH 16\r
page_t screen, screen2, screen3;\r
map_t map;\r
map_view_t mv, mv2, mv3;\r
- map_view_t *bg, *spri, *mask;//, *tmp;\r
+ map_view_t *bg, *spri, *mask;//, *tmp;
byte *pal;\r
byte *ptr;\r
+ actor_t player;\r
\r
- player.q=1;\r
- player.d=0;\r
\r
/* save the palette */\r
pal = modexNewPal();\r
//mapGoTo(mask, 0, 0);\r
\r
//TODO: put player in starting position of spot\r
- //default player position on the viewable map\r
+ //default player position on the viewable map
player.tx = bg->tx + 10;\r
player.ty = bg->ty + 8;\r
player.x = player.tx*TILEWH;\r
player.y = player.ty*TILEWH;\r
player.triggerx = player.tx;\r
player.triggery = player.ty+1;\r
- //TODO: erase player initial draw\r
+ player.q=1;\r
+ player.d=0;\r
modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
- //temp draw trigger box\r
+\r
modexClearRegion(spri->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
modexClearRegion(bg->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
modexShowPage(spri->page);\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\r
+ #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;
\r
-\r
- //TODO: make this better like rpg maker 2000 better
- if(player.q == 1)
- {\r
- dpad(0/*, 0*/);
- }\r
-\r
- #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
-\r
- if(player.d == 2)\r
- {\r
+ if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\r
+ {
+ if(player.d == 0){ player.d = 2; }\r
if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10 && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
- //for(q=1; q<=(TILEWH/SPEED); q++)\r
if(player.q<=(TILEWH/SPEED))\r
{\r
INC_PER_FRAME;\r
}\r
else if(player.tx < MAPX && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
- //for(q=1; q<=(TILEWH/SPEED); q++)\r
if(player.q<=(TILEWH/SPEED))\r
{\r
INC_PER_FRAME;\r
player.triggery = player.ty;\r
}\r
\r
- if(player.d == 4)\r
- {\r
+ if((keyp(75) && !keyp(77) && player.d == 0) || player.d == 4)\r
+ {
+ if(player.d == 0){ player.d = 4; }\r
if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
{\r
- //for(q=1; q<=(TILEWH/SPEED); q++)\r
if(player.q<=(TILEWH/SPEED))\r
{\r
INC_PER_FRAME;\r
}\r
else if(player.tx > 1 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
{\r
- //for(q=1; q<=(TILEWH/SPEED); q++)\r
if(player.q<=(TILEWH/SPEED))\r
{\r
INC_PER_FRAME;\r
player.triggery = player.ty;\r
}\r
\r
- if(player.d == 3)\r
- {\r
+ if((keyp(80) && !keyp(72) && player.d == 0) || player.d == 3)\r
+ {
+ if(player.d == 0){ player.d = 3; }\r
if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
- //for(q=1; q<=(TILEWH/SPEED); q++)\r
if(player.q<=(TILEWH/SPEED))\r
{\r
INC_PER_FRAME;\r
}\r
else if(player.ty < MAPY && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
- //for(q=1; q<=(TILEWH/SPEED); q++)\r
if(player.q<=(TILEWH/SPEED))\r
{\r
INC_PER_FRAME;\r
player.triggery = player.ty+1;\r
}\r
\r
- if(player.d == 1)\r
- {\r
+ if((keyp(72) && !keyp(80) && player.d == 0) || player.d == 1)\r
+ {
+ if(player.d == 0){ player.d = 1; }\r
if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
{\r
- //for(q=1; q<=(TILEWH/SPEED); q++)\r
if(player.q<=(TILEWH/SPEED))\r
{\r
INC_PER_FRAME;\r
}\r
else if(player.ty > 1 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
{\r
- //for(q=1; q<=(TILEWH/SPEED); q++)\r
if(player.q<=(TILEWH/SPEED))\r
{\r
INC_PER_FRAME;\r
if(mv->page->dx == 0) {\r
/* go backward one tile */\r
mv->tx--;\r
- \r
+\r
/* Snap the origin backward */\r
mv->page->data -= 4;\r
mv->page->dx = mv->map->tiles->tileWidth;\r
i += mv->map->width;\r
}\r
}\r
-
-//sword
-void
-dpad(sword k/*, sword q*/)
-{\r
- //printf("p1: %d\n", k);
- //keypressed=0;
- //if(q>1){ q=0; return q; }
- //if(keypressed>1){ keypressed=0; return keypressed; }
- if(k==0)
- {
- if(keyp(75) && !keyp(77)){ player.d = 4; k++; }
- if(keyp(80) && !keyp(72)){ player.d = 3; k++; }
- if(keyp(77) && !keyp(75)){ player.d = 2; k++; }\r
- if(keyp(72) && !keyp(80)){ player.d = 1; k++; }
- }
- else
- {
- if(keyp(72) && !keyp(80)){ player.d = 1; k--; }
- if(keyp(77) && !keyp(75)){ player.d = 2; k--; }
- if(keyp(80) && !keyp(72)){ player.d = 3; k--; }
- if(keyp(75) && !keyp(77)){ player.d = 4; k--; }
- }
- //printf("p2: %d\n", k);
- if(k>1/* || k<-1*/){ dpad(k); }
- //return keypressed=0;
-}
\r
void\r
animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */short d1, short d2, int x, int y, int ls, int lp, bitmap_t *bmp)\r