word tileHeight;\r
word tileWidth;\r
unsigned int rows;\r
- unsigned int cols;
+ unsigned int cols;\r
unsigned int tilex,tiley; // tile position on the map\r
} tiles_t;\r
\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);\r
-
-#define TILEWH 16
+\r
+#define TILEWH 16\r
#define QUADWH (TILEWH/4)\r
-#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
+//#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
void main() {\r
- int show1=1;\r
+// int show1=1;\r
int tx, ty;\r
int x, y;\r
//int ch=0x0;\r
- byte ch;\r
+// byte ch;\r
int q=0;\r
- page_t screen,screen2;\r
+ page_t screen;//,screen2;\r
map_t map;\r
- map_view_t mv, mv2;\r
- map_view_t *draw, *show, *tmp;\r
- byte *ptr;
+ map_view_t mv;//, mv2;\r
+ map_view_t *draw;//, *show, *tmp;\r
+ byte *ptr;\r
+\r
//default player position on the viewable map\r
- player.tx = 10;
+ player.tx = 10;\r
player.ty = 8;\r
\r
setkb(1);\r
map = allocMap(160,120); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly\r
initMap(&map);\r
mv.map = ↦\r
- mv2.map = ↦\r
+// mv2.map = ↦\r
\r
/* draw the tiles */\r
ptr = map.data;\r
screen.width += (TILEWH*2);\r
mv.page = &screen;\r
mapGoTo(&mv, 16, 16);\r
- screen2=modexNextPage(mv.page);\r
- mv2.page = &screen2;\r
- mapGoTo(&mv2, 16, 16);\r
- modexShowPage(mv.page);
-
+// screen2=modexNextPage(mv.page);\r
+// mv2.page = &screen2;\r
+// mapGoTo(&mv2, 16, 16);\r
+// modexShowPage(mv.page);\r
+\r
/* set up paging */\r
- show = &mv;\r
- draw = &mv2;\r
-
- //TODO: set player position data here according to the viewable map screen thingy
-\r
- while(!keyp(1)) {
- //TODO: top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square
- //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction
+// show = &mv;\r
+// draw = &mv2;\r
+ draw = &mv;\r
+\r
+ //TODO: set player position data here according to the viewable map screen thingy\r
+\r
+ while(!keyp(1)) {\r
+ //TODO: 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
if(keyp(77)){\r
// for(q=0; q<TILEWH; q++) {\r
// }\r
}\r
\r
- //keyp(ch);
+ //keyp(ch);\r
modexShowPage(draw->page);\r
\r
}\r