player[0].ent->spri->spritesheet = malloc(sizeof(struct vrs_container));\r
\r
// create the map\r
- fprintf(stderr, "testing map load~ ");\r
+// fprintf(stderr, "testing map load~ ");\r
loadmap("data/test.map", &map);\r
chkmap(&map, 0);\r
- printf("chkmap ok ");\r
- fprintf(stderr, "yay map loaded~~\n");\r
+// printf("chkmap ok ");\r
+// fprintf(stderr, "yay map loaded~~\n");\r
\r
// data\r
read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].ent->spri->spritesheet);\r
\r
// setup camera and screen~\r
modexHiganbanaPageSetup(&gvar.video);\r
- for(i=0;i<gvar.video.num_of_pages;i++)\r
- {\r
- mv[i].page = &gvar.video.page[i];\r
- mv[i].map = ↦\r
- mv[i].video = &gvar.video;\r
- mv[i].pan = &pan;\r
- }\r
- player[0].ent->spri->x = player[0].ent->spri->y = 20;\r
+ ZC_MVSetup(&mv, &map, &pan, &gvar);\r
+ player[0].ent->spri->x = player[0].ent->spri->y = TILEWH;\r
\r
// set up paging\r
//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
mapGoTo(mv, 0, 0);\r
#endif\r
\r
- //TODO: put player in starting position of spot\r
- //default player position on the viewable map\r
- player[0].tx = mv[0].tx + mv[0].page->tilemidposscreenx;\r
- player[0].ty = mv[0].ty + mv[0].page->tilemidposscreeny;\r
+ playerXYpos(0, 0, &player, &mv, 0);\r
IN_initplayer(&player, 0);\r
\r
i = set_anim_by_id(player[0].ent->spri, 11);\r
#ifdef FADE\r
modexFadeOn(4, dpal);\r
#endif\r
- exit(-4);\r
}\r
- //animate_spri((player[0].ent->spri), &gvar);\r
+ animate_spri((player[0].ent->spri), &gvar);\r
\r
- modexShowPage(mv[0].page);//!(gvar.video.p)\r
+ VL_ShowPage(mv[0].page, 0, 0);//modexShowPage(mv[0].page);//!(gvar.video.p)\r
shinku_fps_indicator_page = 0; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
#ifdef FADE\r
modexFadeOn(4, gpal);\r
break;\r
}\r
}\r
- //TODO fmemtest into page\r
+ FUNCTIONKEYFUNCTIONS;\r
+ // fmemtest into page\r
/*if(IN_KeyDown(4+1)) //4\r
{\r
pg=1;\r
//9\r
#ifdef FADE\r
if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }\r
- //if(IN_KeyDown(11)){ modexPalOverscan(15); }\r
#endif\r
+ if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
+\r
if((player[0].q==1) && !(player[0].x%TILEWH==0 && player[0].y%TILEWH==0)) break; //incase things go out of sync!\r
player[0].hp = 0;\r
}\r