//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
+ #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;
+
+ //modexClearRegion(bg->page, player.x, player.y, 16, 16, 4); //currently the over scan color!\r
/*#define INC_PER_FRAME_NPC if(npc0.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
\r
if(npc0.d == 0 && npc0.q == 1) npc0.d =rand()%8;\r
{\r
if(player.d == 0){ player.d = 2; }\r
if(bg->tx >= 0 && bg->tx+20 < map.width && player.tx == bg->tx + 10 &&
- !(player.tx+1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
+ !(bg->map->data[(player.tx)+(map.width*(player.ty-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.tx++; }\r
}\r
- else if(player.tx < map.width && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
+ else if(player.tx < map.width && !(bg->map->data[(player.tx)+(map.width*(player.ty-1))] == 0))//!(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
{\r
if(player.d == 0){ player.d = 4; }\r
if(bg->tx > 0 && bg->tx+20 <= map.width && player.tx == bg->tx + 10 &&
- !(player.tx-1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
+ !(bg->map->data[(player.tx-2)+(map.width*(player.ty-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY)) //collision detection!\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.tx--; }\r
}\r
- else if(player.tx > 1 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
+ else if(player.tx > 1 && !(bg->map->data[(player.tx-2)+(map.width*(player.ty-1))] == 0))//!(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
{\r
if(player.d == 0){ player.d = 3; }\r
if(bg->ty >= 0 && bg->ty+15 < map.height && player.ty == bg->ty + 8 &&
- !(player.tx == TRIGGX && player.ty+1 == TRIGGY)) //collision detection!\r
+ !(bg->map->data[(player.tx-1)+(map.width*(player.ty))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY)) //collision detection!\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.ty++; }\r
}\r
- else if(player.ty < map.height && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
+ else if(player.ty < map.height && !(bg->map->data[(player.tx-1)+(map.width*(player.ty))] == 0))//!(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
{\r
if(player.d == 0){ player.d = 1; }\r
if(bg->ty > 0 && bg->ty+15 <= map.height && player.ty == bg->ty + 8 &&
- !(player.tx == TRIGGX && player.ty-1 == TRIGGY)) //collision detection!\r
+ !(bg->map->data[(player.tx-1)+(map.width*(player.ty-2))] == 0))//!(player.tx == TRIGGX && player.ty-1 == TRIGGY)) //collision detection!\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.q++;\r
} else { player.q = 1; player.d = 0; player.ty--; }\r
}\r
- else if(player.ty > 1 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
+ else if(player.ty > 1 && !(bg->map->data[(player.tx-1)+(map.width*(player.ty-2))] == 0))//!(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
{\r
player.triggerx = player.tx;\r
player.triggery = player.ty-1;\r
}\r
- //modexClearRegion(mask->page, 66, 66, 2, 40, 0);\r
}else{
//88 switch!
//right movement\r
} else { panq = 1; pand = 0; }\r
}
}\r
- if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
+ //if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))
+ if(((bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
{\r
short i;\r
for(i=800; i>=400; i--)\r
mov ah,31h\r
int 21h\r
}\r
- }\r
+ }
+
+ if((player.q==1) && !(player.x%TILEWH==0 && player.y%TILEWH==0)) break; //incase things go out of sync!
+\r
}\r
\r
/* fade back to text mode */\r
modexFadeOff(4, gpal);\r
modexLeave();\r
setkb(0);\r
- //system("mem /E /P");\r
printf("Project 16 scroll.exe\n");\r
printf("tx: %d\n", bg->tx);\r
printf("ty: %d\n", bg->ty);
printf("player.tx: %d", player.tx); printf(" player.ty: %d\n", player.ty);\r
printf("player.triggx: %d", player.triggerx); printf(" player.triggy: %d\n", player.triggery);\r
printf("player.hp: %d", player.hp); printf(" player.q: %d", player.q); printf(" player.d: %d\n", player.d);
- printf("tile data value at player pos: %d\n", bg->map->data[(player.tx-1)+(map.width*(player.ty-1))]);\r
+ printf("tile data value at player trigger position: %d\n", bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))]);\r
printf("palette offset: %d\n", paloffset/3);\r
printf("Total used: %zu\n", oldfreemem-GetFreeSize());\r
printf("Total free: %zu\n", GetFreeSize());\r
//if(i==0) i=2;\r
if(i==0)\r
{\r
- //wwww\r
+ //wwww
+ modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 0); //currently the over scan color!\r
}\r
else\r
{\r