size_t oldfreemem=GetFreeSize();\r
long emmhandle;\r
long emsavail;\r
- char teststr[80];\r
+ char teststr[80];
+ word panswitch=0, panq=1, pand=0; //for panning!\r
int i;\r
static word paloffset=0;\r
bitmap_t ptmp;//, npctmp; // player sprite\r
modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/\r
modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\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
-\r
- //----modexClearRegion(spri->page, 5*16, 5*16, 16, 16, 255);\r
- //----modexClearRegion(bg->page, 5*16, 5*16, 16, 16, 255);\r
modexShowPage(spri->page);\r
// printf("Total used @ before loop: %zu\n", oldfreemem-GetFreeSize());\r
modexFadeOn(4, gpal);\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
+ #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
\r
//player movement\r
- //TODO: make movement into a function!\r
+ //TODO: make movement into a function!
+ if(!panswitch){\r
//right movement\r
if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\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))\r
+ if(bg->tx >= 0 && bg->tx+20 < map.width && player.tx == bg->tx + 10 &&
+ !(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
if((keyp(75) && !keyp(77) && player.d == 0) || player.d == 4)\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))\r
+ if(bg->tx > 0 && bg->tx+20 <= map.width && player.tx == bg->tx + 10 &&
+ !(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
if((keyp(80) && !keyp(72) && player.d == 0) || player.d == 3)\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))\r
+ if(bg->ty >= 0 && bg->ty+15 < map.height && player.ty == bg->ty + 8 &&
+ !(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
if((keyp(72) && !keyp(80) && player.d == 0) || player.d == 1)\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))\r
+ if(bg->ty > 0 && bg->ty+15 <= map.height && player.ty == bg->ty + 8 &&
+ !(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
- if((keyp(32) && !keyp(30) && player.d == 0) || player.d == 2)\r
+ //right movement\r
+ if((keyp(77) && !keyp(75) && pand == 0) || pand == 2)\r
{\r
- if(player.d == 0){ player.d = 2; }\r
- if(bg->tx >= 0 && bg->tx+20 < map.width)\r
- {\r
- if(player.q<=(TILEWH/SPEED))\r
+ if(pand == 0){ pand = 2; }\r
+ if(panq<=(TILEWH/SPEED))\r
{
bg->page->dx++;
+ spri->page->dx++;
modexShowPage(bg->page);
- player.q++;\r
- } else { player.q = 1; player.d = 0; }\r
- }\r
-// player.triggerx = player.tx+1;\r
-// player.triggery = player.ty;\r
+ modexShowPage(spri->page);
+ panq++;\r
+ } else { panq = 1; pand = 0; }\r
}\r
-\r
//left movement\r
- if((keyp(30) && !keyp(32) && player.d == 0) || player.d == 4)\r
+ if((keyp(75) && !keyp(77) && pand == 0) || pand == 4)\r
{\r
- if(player.d == 0){ player.d = 4; }\r
- if(bg->tx > 0 && bg->tx+20 <= map.width)\r
- {\r
- if(player.q<=(TILEWH/SPEED))\r
+ if(pand == 0){ pand = 4; }\r
+ if(panq<=(TILEWH/SPEED))\r
{\r
bg->page->dx--;
+ spri->page->dx--;
modexShowPage(bg->page);
- player.q++;\r
- } else { player.q = 1; player.d = 0; }\r
- }\r
- //player.triggerx = player.tx-1;\r
- //player.triggery = player.ty;\r
+ modexShowPage(spri->page);
+ panq++;\r
+ } else { panq = 1; pand = 0; }\r
}\r
-\r
//down movement\r
- if((keyp(31) && !keyp(17) && player.d == 0) || player.d == 3)\r
+ if((keyp(72) && !keyp(80) && pand == 0) || pand == 3)\r
{\r
- if(player.d == 0){ player.d = 3; }\r
- if(bg->ty >= 0 && bg->ty+15 < map.height)\r
- {\r
- if(player.q<=(TILEWH/SPEED))\r
+ if(pand == 0){ pand = 3; }\r
+ if(panq<=(TILEWH/SPEED))\r
{\r
bg->page->dy--;
- modexShowPage(bg->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; }\r
- }\r
- //player.triggerx = player.tx;\r
- //player.triggery = player.ty+1;\r
+ spri->page->dy--;
+ modexShowPage(bg->page);
+ modexShowPage(spri->page);
+ panq++;\r
+ } else { panq = 1; pand = 0; }\r
}\r
-\r
//up movement\r
- if((keyp(17) && !keyp(31) && player.d == 0) || player.d == 1)\r
+ if((keyp(80) && !keyp(72) && pand == 0) || pand == 1)\r
{\r
- if(player.d == 0){ player.d = 1; }\r
- if(bg->ty > 0 && bg->ty+15 <= map.height)\r
- {\r
- if(player.q<=(TILEWH/SPEED))\r
+ if(pand == 0){ pand = 1; }\r
+ if(panq<=(TILEWH/SPEED))\r
{\r
bg->page->dy++;
- modexShowPage(bg->page);\r
- player.q++;\r
- } else { player.q = 1; player.d = 0; }\r
- }\r
- //player.triggerx = player.tx;\r
- //player.triggery = player.ty-1;\r
- }*/
-\r
- if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
+ spri->page->dy++;
+ modexShowPage(bg->page);
+ modexShowPage(spri->page);\r
+ panq++;\r
+ } else { panq = 1; pand = 0; }\r
+ }
+}\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
printf("1paloffset = %d\n", paloffset/3);\r
modexPalUpdate(map.tiles->data, &paloffset, 0, 0);\r
printf("2paloffset = %d\n", paloffset/3);\r
- pdump(bg); pdump(spri); }\r
+ pdump(bg); pdump(spri); }
\r
+ if(keyp(88)){if(!panswitch) panswitch++; else panswitch--; }\r
if(keyp(87))\r
{\r
modexLeave();\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);\r
- printf("player.x: %d", player.x);\r
- if(player.hp==0) printf("%d wwww\n", player.y+8);\r
- else printf("\nplayer.y: %d\n", player.y);\r
- printf("player.tx: %d\n", player.tx);\r
- printf("player.ty: %d\n", player.ty);\r
- printf("player.triggx: %d\n", player.triggerx);\r
- printf("player.triggy: %d\n", player.triggery);\r
- printf("player.hp: %d\n", player.hp);\r
- printf("player.q: %d\n", player.q);\r
- printf("player.d: %d\n", player.d);\r
+ printf("ty: %d\n", bg->ty);
+ printf("player.x: %d", player.x); printf(" player.y: %d\n", player.y);\r
+ //if(player.hp==0) printf("%d wwww\n", player.y+8);\r
+ //else printf("\nplayer.y: %d\n", player.y);\r
+ 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 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