word tileWidth;\r
unsigned int rows;\r
unsigned int cols;\r
- unsigned int tilex,tiley; // tile position on the map\r
+ //unsigned int tilex,tiley; // tile position on the map\r
} tiles_t;\r
\r
\r
word dyThresh; //????\r
} map_view_t;\r
\r
-struct {\r
- int tx; //player position on the viewable map\r
- int ty; //player position on the viewable map\r
+struct {
+ int x; //player exact position on the viewable map\r
+ int y; //player exact position on the viewable map\r
+ int tx; //player tile position on the viewable map\r
+ int ty; //player tile position on the viewable map\r
} player;\r
\r
\r
#define SPEED 2
//place holder definitions
-#define MAPX 40
-#define MAPY 30\r
+#define MAPX 24
+#define MAPY 19\r
//#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
void main() {\r
-// int show1=1;\r
- int tx, ty;\r
- int x, y;\r
- //int ch=0x0;\r
-// byte ch;\r
+ bitmap_t bmp;\r
+// int tx, ty;\r
+// int x, y;\r
int q=0;\r
page_t screen;//,screen2;\r
map_t map;\r
map_view_t *draw;//, *show, *tmp;\r
byte *ptr;\r
\r
- //default player position on the viewable map\r
- player.tx = 10;\r
- player.ty = 8;\r
-\r
setkb(1);\r
/* create the map */\r
map = allocMap(MAPX,MAPY); //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 = ↦
-
- //initiate bottem right edge trigger
-// mv.ttx = mv.tx + 20;
-// mv.tty = mv.ty + 15;\r
// mv2.map = ↦\r
\r
/* draw the tiles */\r
- ptr = map.data;\r
+ ptr = map.data;
+ bmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
+ modexPalUpdate(bmp.palette);\r
modexEnter();\r
screen = modexDefaultPage();\r
screen.width += (TILEWH*2);\r
mapGoTo(draw, 0, 0);\r
\r
//TODO: set player position data here according to the viewable map screen thingy\r
+ //default player position on the viewable map
+ player.tx = draw->tx + 10;
+ player.ty = draw->ty + 8;
+ player.x = player.tx*TILEWH;
+ player.y = player.ty*TILEWH;
modexShowPage(draw->page);\r
- while(!keyp(1)) {\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)){
- if(draw->tx >= 0 && draw->tx+20 < MAPX)\r
- for(q=0; q<(TILEWH/SPEED); q++) {\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
+ if(keyp(77))
+ {
+ if(draw->tx >= 0 && draw->tx+20 <= MAPX && player.tx == draw->tx + 10)
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {\r
mapScrollRight(draw, SPEED);\r
modexShowPage(draw->page);\r
// mapScrollRight(draw, 1);\r
// SWAP(draw, show);\r
}
-\r
+ }
+ else if(player.tx < draw->tx+20 && player.tx >= draw->tx + 10)// && player.tx <= draw->tx+10)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ player.x+=SPEED;
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);
+ modexShowPage(draw->page);
+ }
+ player.tx++;
+ }\r
}\r
\r
if(keyp(75)){
- if(draw->tx > 0 && draw->tx+20 <= MAPX)\r
- for(q=0; q<(TILEWH/SPEED); q++) {\r
+ if(draw->tx >= 0 && draw->tx+20 <= MAPX && player.tx == draw->tx + 10)
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {\r
mapScrollLeft(draw, SPEED);\r
modexShowPage(draw->page);\r
// mapScrollLeft(show, 1);\r
// SWAP(draw, show);\r
}\r
-
+ }
+ else if(player.tx > 0 && player.tx <= draw->tx + 10)// && player.tx >= draw->tx+10)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ player.x-=SPEED;
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);
+ modexShowPage(draw->page);
+ }
+ player.tx--;
+ }
}\r
\r
- if(keyp(80)){
- if(draw->ty >= 0 && draw->ty+15 < MAPY)\r
- for(q=0; q<(TILEWH/SPEED); q++) {\r
+ if(keyp(80))
+ {
+ if(draw->ty >= 0 && draw->ty+15 <= MAPY && player.ty == draw->ty + 8)
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {\r
mapScrollDown(draw, SPEED);\r
modexShowPage(draw->page);\r
// mapScrollDown(show, 1);\r
// SWAP(draw, show);\r
}
-\r
+ }
+ else if(player.ty < draw->ty+15 && player.ty >= draw->ty + 8)// && player.ty <= draw->ty+8)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ player.y+=SPEED;
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);
+ modexShowPage(draw->page);
+ }
+ player.ty++;
+ }\r
}\r
\r
- if(keyp(72)){
- if(draw->ty > 0 && draw->ty+15 <= MAPY)\r
- for(q=0; q<(TILEWH/SPEED); q++) {\r
+ if(keyp(72))
+ {
+ if(draw->ty >= 0 && draw->ty+15 <= MAPY && player.ty == draw->ty + 8)
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {\r
mapScrollUp(draw, SPEED);\r
modexShowPage(draw->page);\r
// mapScrollUp(show, 1);\r
// SWAP(draw, show);\r
}
-\r
+ }
+ else if(player.ty > 0 && player.ty <= draw->ty + 8)// && player.ty >= draw->ty+8)
+ {
+ for(q=0; q<(TILEWH/SPEED); q++)
+ {
+ player.y-=SPEED;
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);
+ modexShowPage(draw->page);
+ }
+ player.ty--;
+ }\r
}\r
-\r
- //keyp(ch);\r
+ modexDrawBmp(draw->page, player.x, player.y, &bmp);\r
//modexShowPage(draw->page);\r
\r
}\r
printf("Project 16 scroll.exe\n");
printf("tx: %d\n", draw->tx);
printf("ty: %d\n", draw->ty);
- //printf("ttx: %d\n", draw->ttx);
- //printf("tty: %d\n", draw->tty);
+ printf("player.tx: %d\n", player.tx);
+ printf("player.ty: %d\n", player.ty);
}\r
\r
\r