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
-sword dpad(actor_t *qd);\r
void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */short d1, short d2, int x, int y, int ls, int lp, bitmap_t *bmp);\r
\r
#define TILEWH 16\r
player.y = player.ty*TILEWH;\r
player.triggerx = player.tx;\r
player.triggery = player.ty+1;\r
- player.q=0;\r
+ player.q=1;\r
player.d=0;\r
modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
\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
-\r
- //TODO: make this better like rpg maker 2000 better\r
- if(player.q <= 1)\r
- {\r
- dpad(&player);
- if(player.d>0) dpad(&player);
- if(player.q<1) player.q++;\r
- }\r
-\r
- #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
-\r
- if(player.d == 2)\r
- {\r
+ if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\r
+ {
+ if(player.d == 0){ player.d = 2; }\r
if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10 && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
//mapScrollRight(mask, SPEED);\r
modexShowPage(spri->page);\r
player.q++;\r
- } else { player.q = 0; player.d = 0; player.tx++; }\r
+ } else { player.q = 1; player.d = 0; player.tx++; }\r
}\r
else if(player.tx < MAPX && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
{\r
animatePlayer(bg, spri, 1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
modexShowPage(spri->page);\r
player.q++;\r
- } else { player.q = 0; player.d = 0; player.tx++; }\r
+ } else { player.q = 1; player.d = 0; player.tx++; }\r
}\r
else\r
{\r
player.triggery = player.ty;\r
}\r
\r
- if(player.d == 4)\r
- {\r
+ if((keyp(75) && !keyp(77) && player.d == 0) || player.d == 4)\r
+ {
+ if(player.d == 0){ player.d = 4; }\r
if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
//mapScrollLeft(mask, SPEED);\r
modexShowPage(spri->page);\r
player.q++;\r
- } else { player.q = 0; player.d = 0; player.tx--; }\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
{\r
animatePlayer(bg, spri, 3, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
modexShowPage(spri->page);\r
player.q++;\r
- } else { player.q = 0; player.d = 0; player.tx--; }\r
+ } else { player.q = 1; player.d = 0; player.tx--; }\r
}\r
else\r
{\r
player.triggery = player.ty;\r
}\r
\r
- if(player.d == 3)\r
- {\r
+ if((keyp(80) && !keyp(72) && player.d == 0) || player.d == 3)\r
+ {
+ if(player.d == 0){ player.d = 3; }\r
if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
//mapScrollDown(mask, SPEED);\r
modexShowPage(spri->page);\r
player.q++;\r
- } else { player.q = 0; player.d = 0; player.ty++; }\r
+ } else { player.q = 1; player.d = 0; player.ty++; }\r
}\r
else if(player.ty < MAPY && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
{\r
animatePlayer(bg, spri, 2, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
modexShowPage(spri->page);\r
player.q++;\r
- } else { player.q = 0; player.d = 0; player.ty++; }\r
+ } else { player.q = 1; player.d = 0; player.ty++; }\r
}\r
else\r
{\r
player.triggery = player.ty+1;\r
}\r
\r
- if(player.d == 1)\r
- {\r
+ if((keyp(72) && !keyp(80) && player.d == 0) || player.d == 1)\r
+ {
+ if(player.d == 0){ player.d = 1; }\r
if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
{\r
if(player.q<=(TILEWH/SPEED))\r
//mapScrollUp(mask, SPEED);\r
modexShowPage(spri->page);\r
player.q++;\r
- } else { player.q = 0; player.d = 0; player.ty--; }\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
{\r
modexShowPage(spri->page);\r
animatePlayer(bg, spri, 0, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
player.q++;\r
- } else { player.q = 0; player.d = 0; player.ty--; }\r
+ } else { player.q = 1; player.d = 0; player.ty--; }\r
}\r
else\r
{\r
}\r
}\r
\r
-sword\r
-dpad(actor_t *qd)\r
-{
- if((keyp(75) && !keyp(77))) qd->d = 4; //left
- if((keyp(80) && !keyp(72))) qd->d = 3; //down
- if((keyp(77) && !keyp(75))) qd->d = 2; //right
- if((keyp(72) && !keyp(80))) qd->d = 1; //up\r
-/* if(qd->d==0)\r
- {
- //if((keyp(80) || keyp(72)))\r
- //{
- if((keyp(72) && !keyp(80))&&qd->d==0) qd->d = 1; //up\r
- if((keyp(80) && !keyp(72))&&qd->d==0) qd->d = 3; //down
- //}\r
- //if((keyp(75) || keyp(77)))\r
- //{\r
- if((keyp(75) && !keyp(77))&&qd->d==0) qd->d = 4; //left\r
- if((keyp(77) && !keyp(75))&&qd->d==0) qd->d = 2; //right\r
- //}
- }
- else
- {
- if((qd->d==2 || qd->d==4))
- {
- if(keyp(72) && !keyp(80)) qd->d = 1; //up\r
- if(keyp(80) && !keyp(72)) qd->d = 3; //down
- }
- else if((qd->d==1 || qd->d==3))
- {
- if(keyp(75) && !keyp(77)) qd->d = 4; //left\r
- if(keyp(77) && !keyp(75)) qd->d = 2; //right
- }
- }*/\r
- return qd->d;\r
-}
-\r
void\r
animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */short d1, short d2, int x, int y, int ls, int lp, bitmap_t *bmp)\r
{\r