]> 4ch.mooo.com Git - 16.git/blobdiff - src/scroll.c
ems test wwww
[16.git] / src / scroll.c
index 367b7f2596be28368419235626762a9aed08f7b3..5933a249dca00ccdefe60b8fd46ffe53236a2208 100644 (file)
@@ -249,7 +249,9 @@ void main() {
        //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
@@ -371,7 +373,7 @@ void main() {
        {\r
                if(player.d == 0){ player.d = 2; }\r
                if(bg->tx >= 0 && bg->tx+20 < map.width && player.tx == bg->tx + 10 &&
-               !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(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
@@ -385,7 +387,7 @@ void main() {
                                player.q++;\r
                        } else { player.q = 1; player.d = 0; player.tx++; }\r
                }\r
-               else if(player.tx < map.width && !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(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
@@ -413,7 +415,7 @@ void main() {
        {\r
                if(player.d == 0){ player.d = 4; }\r
                if(bg->tx > 0 && bg->tx+20 <= map.width && player.tx == bg->tx + 10 &&
-               !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(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
@@ -427,7 +429,7 @@ void main() {
                                player.q++;\r
                        } else { player.q = 1; player.d = 0; player.tx--; }\r
                }\r
-               else if(player.tx > 1 && !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(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
@@ -455,7 +457,7 @@ void main() {
        {\r
                if(player.d == 0){ player.d = 3; }\r
                if(bg->ty >= 0 && bg->ty+15 < map.height && player.ty == bg->ty + 8 &&
-               !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(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
@@ -469,7 +471,7 @@ void main() {
                                player.q++;\r
                        } else { player.q = 1; player.d = 0; player.ty++; }\r
                }\r
-               else if(player.ty < map.height && !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(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
@@ -497,7 +499,7 @@ void main() {
        {\r
                if(player.d == 0){ player.d = 1; }\r
                if(bg->ty > 0 && bg->ty+15 <= map.height && player.ty == bg->ty + 8 &&
-               !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(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
@@ -511,7 +513,7 @@ void main() {
                                player.q++;\r
                        } else { player.q = 1; player.d = 0; player.ty--; }\r
                }\r
-               else if(player.ty > 1 && !(bg->map->data[(player.triggerx-1)+(map.width*(player.triggery-1))] == 0))//!(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
@@ -533,7 +535,6 @@ void main() {
                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
@@ -589,7 +590,8 @@ void main() {
                        } 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
@@ -619,7 +621,10 @@ void main() {
                        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
@@ -629,7 +634,6 @@ void main() {
        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);
@@ -878,7 +882,8 @@ mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y) {
        //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