-#include "modex16.h"
-#include <stdio.h>
-#include <stdlib.h>
-#include "dos_kb.h"
-
-//word far *clock= (word far*) 0x046C; /* 18.2hz clock */
-
-typedef struct {
- bitmap_t *data;
- word tileHeight;
- word tileWidth;
- unsigned int rows;
- unsigned int cols;
- //unsigned int tilex,tiley; // tile position on the map
-} tiles_t;
-
-
-typedef struct {
- byte *data;
- tiles_t *tiles;
- int width;
- int height;
-} map_t;
-
-
-typedef struct {
- map_t *map;
- page_t *page;
- int tx; //appears to be the top left tile position on the viewable screen map
- int ty; //appears to be the top left tile position on the viewable screen map
- word dxThresh; //????
- word dyThresh; //????
-} map_view_t;
-
-struct {
- int x; //player exact position on the viewable map
- int y; //player exact position on the viewable map
- int tx; //player tile position on the viewable map
- int ty; //player tile position on the viewable map
- int hp; //hitpoints of the player
-} player;
-
-
-map_t allocMap(int w, int h);
-void initMap(map_t *map);
-void mapScrollRight(map_view_t *mv, byte offset);
-void mapScrollLeft(map_view_t *mv, byte offest);
-void mapScrollUp(map_view_t *mv, byte offset);
-void mapScrollDown(map_view_t *mv, byte offset);
-void mapGoTo(map_view_t *mv, int tx, int ty);
-void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);
-void mapDrawRow(map_view_t *mv, int tx, int ty, word y);
-void mapDrawCol(map_view_t *mv, int tx, int ty, word x);
-void animatePlayer(map_view_t *src, map_view_t *dest, short d1, short d2, int x, int y, int ls, bitmap_t *bmp);
-
-#define TILEWH 16
-#define QUADWH (TILEWH/4)
-#define SPEED 2
-
-//place holder definitions
-#define MAPX 40
-#define MAPY 30
-#define SWAP(a, b) tmp=a; a=b; b=tmp;
-void main() {
- bitmap_t ptmp; // player sprite
- int q=0;
- page_t screen, screen2;
- map_t map;
- map_view_t mv, mv2;
- map_view_t *bg, *spri, *tmp;
- byte *ptr;
-
- setkb(1);
- /* create the map */
- 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 bgn properly
- initMap(&map);
- mv.map = ↦
- mv2.map = ↦
-
- /* draw the tiles */
- ptr = map.data;
- ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
- modexEnter();
- modexPalUpdate(ptmp.palette);
- screen = modexDefaultPage();
- screen.width += (TILEWH*2);
- screen.height += (TILEWH*2);
- mv.page = &screen;
- screen2 = modexNextPage(mv.page);
- mv2.page = &screen2;
-
- /* set up paging */
- bg = &mv;
- spri = &mv2;
-
-//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen
- mapGoTo(bg, 0, 0);
- mapGoTo(spri, 0, 0);
-
- //TODO: put player in starting position of spot
- //default player position on the viewable map
- player.tx = bg->tx + 10;
- player.ty = bg->ty + 8;
- player.x = player.tx*TILEWH;
- player.y = player.ty*TILEWH;
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);
- modexCopyPageRegion(bg->page, spri->page, player.x-4, player.y-TILEWH-2, player.x-4, player.y-TILEWH-2, 24, 36);
- modexShowPage(bg->page);
- while(!keyp(1))
- {
- //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
- //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
-
- //TODO: render the player properly with animation and sprite sheet
- //TODO: fexible speeds
- if(keyp(77) && !keyp(75))
- {
- if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- animatePlayer(bg, spri, 1, 1, player.x, player.y, q, &ptmp);
- mapScrollRight(bg, SPEED);
- mapScrollRight(spri, SPEED);
- modexShowPage(spri->page);
- }
- player.tx++;
- }
- else if(player.tx < MAPX)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- player.x+=SPEED;
- animatePlayer(bg, spri, 1, 0, player.x, player.y, q, &ptmp);
- modexShowPage(spri->page);
- }
- player.tx++;
- }
- else
- {
- modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH-2, player.x-4, player.y-TILEWH-2, 24, 36);
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);
- modexShowPage(spri->page);
- }
- }
-
- if(keyp(75) && !keyp(77))
- {
- if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
-
- animatePlayer(bg, spri, 3, 1, player.x, player.y, q, &ptmp);
- mapScrollLeft(bg, SPEED);
- mapScrollLeft(spri, SPEED);
- modexShowPage(spri->page);
- }
- player.tx--;
- }
- else if(player.tx > 1)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- player.x-=SPEED;
- animatePlayer(bg, spri, 3, 0, player.x, player.y, q, &ptmp);
- modexShowPage(spri->page);
- }
- player.tx--;
- }
- else
- {
- modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH-2, player.x-4, player.y-TILEWH-2, 24, 36);
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);
- modexShowPage(spri->page);
- }
- }
-
- if(keyp(80) && !keyp(72))
- {
- if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- animatePlayer(bg, spri, 2, 1, player.x, player.y, q, &ptmp);
- mapScrollDown(bg, SPEED);
- mapScrollDown(spri, SPEED);
- modexShowPage(spri->page);
- }
- player.ty++;
- }
- else if(player.ty < MAPY)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- player.y+=SPEED;
- animatePlayer(bg, spri, 2, 0, player.x, player.y, q, &ptmp);
- modexShowPage(spri->page);
- }
- player.ty++;
- }
- else
- {
- modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH-2, player.x-4, player.y-TILEWH-2, 24, 36);
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);
- modexShowPage(spri->page);
- }
- }
-
- if(keyp(72) && !keyp(80))
- {
- if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- animatePlayer(bg, spri, 0, 1, player.x, player.y, q, &ptmp);
- mapScrollUp(bg, SPEED);
- mapScrollUp(spri, SPEED);
- modexShowPage(spri->page);
- }
- player.ty--;
- }
- else if(player.ty > 1)
- {
- for(q=0; q<(TILEWH/SPEED); q++)
- {
- player.y-=SPEED;
- animatePlayer(bg, spri, 0, 0, player.x, player.y, q, &ptmp);
- modexShowPage(spri->page);
- }
- player.ty--;
- }
- else
- {
- modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH-2, player.x-4, player.y-TILEWH-2, 24, 36);
- modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 0, 24, 32, &ptmp);
- modexShowPage(spri->page);
- }
- }
-
- }
-
- modexLeave();
- setkb(0);
- printf("Project 16 scroll.exe\n");
- printf("tx: %d\n", bg->tx);
- printf("ty: %d\n", bg->ty);
- printf("player.x: %d\n", player.x);
- printf("player.y: %d\n", player.y);
- printf("player.tx: %d\n", player.tx);
- printf("player.ty: %d\n", player.ty);
-}
-
-
-map_t
-allocMap(int w, int h) {
- map_t result;
-
- result.width =w;
- result.height=h;
- result.data = malloc(sizeof(byte) * w * h);
-
- return result;
-}
-
-
-void
-initMap(map_t *map) {
- /* just a place holder to fill out an alternating pattern */
- int x, y;
- int i;
- int tile = 1;
- map->tiles = malloc(sizeof(tiles_t));
-
- /* create the tile set */
- map->tiles->data = malloc(sizeof(bitmap_t));
- map->tiles->data->width = (TILEWH*2);
- map->tiles->data->height= TILEWH;
- map->tiles->data->data = malloc((TILEWH*2)*TILEWH);
- map->tiles->tileHeight = TILEWH;
- map->tiles->tileWidth =TILEWH;
- map->tiles->rows = 1;
- map->tiles->cols = 2;
-
- i=0;
- for(y=0; y<TILEWH; y++) {
- for(x=0; x<(TILEWH*2); x++) {
- if(x<TILEWH)
- map->tiles->data->data[i] = 0x24;
- else
- map->tiles->data->data[i] = 0x34;
- i++;
- }
- }
-
- i=0;
- for(y=0; y<map->height; y++) {
- for(x=0; x<map->width; x++) {
- map->data[i] = tile;
- tile = tile ? 0 : 1;
- i++;
- }
- tile = tile ? 0 : 1;
- }
-}
-
-
-void
-mapScrollRight(map_view_t *mv, byte offset) {
- word x, y; /* coordinate for bging */
-
- /* increment the pixel position and update the page */
- mv->page->dx += offset;
-
- /* check to see if this changes the tile */
- if(mv->page->dx >= mv->dxThresh ) {
- /* go forward one tile */
- mv->tx++;
- /* Snap the origin forward */
- mv->page->data += 4;
- mv->page->dx = mv->map->tiles->tileWidth;
-
-
- /* bg the next column */
- x= SCREEN_WIDTH + mv->map->tiles->tileWidth;
- mapDrawCol(mv, mv->tx + 20 , mv->ty-1, x);
- }
-}
-
-
-void
-mapScrollLeft(map_view_t *mv, byte offset) {
- word x, y; /* coordinate for bging */
-
- /* increment the pixel position and update the page */
- mv->page->dx -= offset;
-
- /* check to see if this changes the tile */
- if(mv->page->dx == 0) {
- /* go backward one tile */
- mv->tx--;
-
- /* Snap the origin backward */
- mv->page->data -= 4;
- mv->page->dx = mv->map->tiles->tileWidth;
-
- /* bg the next column */
- mapDrawCol(mv, mv->tx-1, mv->ty-1, 0);
- }
-}
-
-
-void
-mapScrollUp(map_view_t *mv, byte offset) {
- word x, y; /* coordinate for bging */
-
- /* increment the pixel position and update the page */
- mv->page->dy -= offset;
-
- /* check to see if this changes the tile */
- if(mv->page->dy == 0 ) {
- /* go down one tile */
- mv->ty--;
- /* Snap the origin downward */
- mv->page->data -= mv->page->width*4;
- mv->page->dy = mv->map->tiles->tileHeight;
-
-
- /* bg the next row */
- y= 0;
- mapDrawRow(mv, mv->tx-1 , mv->ty-1, y);
- }
-}
-
-
-void
-mapScrollDown(map_view_t *mv, byte offset) {
- word x, y; /* coordinate for bging */
-
- /* increment the pixel position and update the page */
- mv->page->dy += offset;
-
- /* check to see if this changes the tile */
- if(mv->page->dy >= mv->dyThresh ) {
- /* go down one tile */
- mv->ty++;
- /* Snap the origin downward */
- mv->page->data += mv->page->width*4;
- mv->page->dy = mv->map->tiles->tileHeight;
-
-
- /* bg the next row */
- y= SCREEN_HEIGHT + mv->map->tiles->tileHeight;
- mapDrawRow(mv, mv->tx-1 , mv->ty+15, y);
- }
-
-}
-
-
-void
-mapGoTo(map_view_t *mv, int tx, int ty) {
- int px, py;
- unsigned int i;
-
- /* set up the coordinates */
- mv->tx = tx;
- mv->ty = ty;
- mv->page->dx = mv->map->tiles->tileWidth;
- mv->page->dy = mv->map->tiles->tileHeight;
-
- /* set up the thresholds */
- mv->dxThresh = mv->map->tiles->tileWidth * 2;
- mv->dyThresh = mv->map->tiles->tileHeight * 2;
-
- /* bg the tiles */
- modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);
- py=0;
- i=mv->ty * mv->map->width + mv->tx;
- for(ty=mv->ty-1; py < SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; ty++, py+=mv->map->tiles->tileHeight) {
- mapDrawRow(mv, tx-1, ty, py);
- i+=mv->map->width - tx;
- }
-}
-
-
-void
-mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y) {
- word rx;
- word ry;
- rx = (i % t->cols) * t->tileWidth;
- ry = (i / t->cols) * t->tileHeight;
- modexDrawBmpRegion(page, x, y, rx, ry, t->tileWidth, t->tileHeight, t->data);
-}
-
-
-void
-mapDrawRow(map_view_t *mv, int tx, int ty, word y) {
- word x;
- int i;
-
- /* the position within the map array */
- i=ty * mv->map->width + tx;
- for(x=0; x<SCREEN_WIDTH+mv->dxThresh && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {
- if(i>=0) {
- /* we are in the map, so copy! */
- mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);
- }
- i++; /* next! */
- }
-}
-
-
-void
-mapDrawCol(map_view_t *mv, int tx, int ty, word x) {
- int y;
- int i;
-
- /* location in the map array */
- i=ty * mv->map->width + tx;
-
- /* We'll copy all of the columns in the screen,
- i + 1 row above and one below */
- for(y=0; y<SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {
- if(i>=0) {
- /* we are in the map, so copy away! */
- mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);
- }
- i += mv->map->width;
- }
-}
-
-void
-animatePlayer(map_view_t *src, map_view_t *dest, short d1, short d2, int x, int y, int ls, bitmap_t *bmp)
-{
- short dire=32*d1;
- short qq;
- short lo = ((TILEWH / SPEED) / 3);
- short loo = (ls + lo);
-
- if(d2==0) qq = 0;
- else qq = ((ls+1)*SPEED);
- switch (d1)
- {
- case 0:
- //up
- x=x-4;
- y=y-qq-TILEWH;
- break;
- case 1:
- // right
- x=x+qq-4;
- y=y-TILEWH;
- break;
- case 2:
- //down
- x=x-4;
- y=y+qq-TILEWH;
- break;
- case 3:
- //left
- x=x-qq-4;
- y=y-TILEWH;
- break;
- } //TODO: make flexible animation thingy
- if(ls<1) { modexCopyPageRegion(dest->page, src->page, x, y-2, x, y-2, 24, 36);// modexWaitBorder();
- modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }else
- if(4>ls && ls>=1) { modexCopyPageRegion(dest->page, src->page, x, y-2, x, y-2, 24, 36);// modexWaitBorder();
- modexDrawSpriteRegion(dest->page, x, y, 48, dire, 24, 32, bmp); }else
- if(7>ls && ls>=4) { modexCopyPageRegion(dest->page, src->page, x, y-2, x, y-2, 24, 36);// modexWaitBorder();
- modexDrawSpriteRegion(dest->page, x, y, 0, dire, 24, 32, bmp); }else
- if(8>=ls && ls>=7) { modexCopyPageRegion(dest->page, src->page, x, y-2, x, y-2, 24, 36);// modexWaitBorder();
- modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); }else ls-=ls;
-}
+#include "modex16.h"\r
+#include <stdio.h>\r
+#include <stdlib.h>\r
+#include "dos_kb.h"\r
+\r
+//word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
+\r
+typedef struct {\r
+ bitmap_t *data;\r
+ word tileHeight;\r
+ word tileWidth;\r
+ unsigned int rows;\r
+ unsigned int cols;\r
+ //unsigned int tilex,tiley; // tile position on the map\r
+} tiles_t;\r
+\r
+\r
+typedef struct {\r
+ byte *data;\r
+ tiles_t *tiles;\r
+ int width;\r
+ int height;\r
+} map_t;\r
+\r
+\r
+typedef struct {\r
+ map_t *map;\r
+ page_t *page;\r
+ int tx; //appears to be the top left tile position on the viewable screen map\r
+ int ty; //appears to be the top left tile position on the viewable screen map\r
+ word dxThresh; //????\r
+ word dyThresh; //????\r
+} map_view_t;\r
+\r
+struct {\r
+ 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
+ int hp; //hitpoints of the player\r
+} player;\r
+\r
+\r
+map_t allocMap(int w, int h);\r
+void initMap(map_t *map);\r
+void mapScrollRight(map_view_t *mv, byte offset);\r
+void mapScrollLeft(map_view_t *mv, byte offest);\r
+void mapScrollUp(map_view_t *mv, byte offset);\r
+void mapScrollDown(map_view_t *mv, byte offset);\r
+void mapGoTo(map_view_t *mv, int tx, int ty);\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
+void animatePlayer(map_view_t *src, map_view_t *dest, short d1, short d2, int x, int y, int ls, bitmap_t *bmp);\r
+\r
+#define TILEWH 16\r
+#define QUADWH (TILEWH/4)\r
+#define SPEED 4\r
+\r
+//place holder definitions\r
+#define MAPX 40\r
+#define MAPY 30\r
+#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
+void main() {\r
+ bitmap_t ptmp; // player sprite\r
+ int q=0;\r
+ page_t screen, screen2;\r
+ map_t map;\r
+ map_view_t mv, mv2;\r
+ map_view_t *bg, *spri, *tmp;\r
+ byte *ptr;\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 bgn properly\r
+ initMap(&map);\r
+ mv.map = ↦\r
+ mv2.map = ↦\r
+\r
+ /* draw the tiles */\r
+ ptr = map.data;\r
+ ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
+ modexEnter();\r
+ modexPalUpdate(ptmp.palette);\r
+ screen = modexDefaultPage();\r
+ screen.width += (TILEWH*2);\r
+ screen.height += (TILEWH*2);\r
+ mv.page = &screen;\r
+ screen2 = modexNextPage(mv.page);\r
+ mv2.page = &screen2;\r
+\r
+ /* set up paging */\r
+ bg = &mv;\r
+ spri = &mv2;\r
+\r
+//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
+ mapGoTo(bg, 0, 0);\r
+ mapGoTo(spri, 0, 0);\r
+\r
+ //TODO: put player in starting position of spot\r
+ //default player position on the viewable map\r
+ player.tx = bg->tx + 10;\r
+ player.ty = bg->ty + 8;\r
+ player.x = player.tx*TILEWH;\r
+ player.y = player.ty*TILEWH;\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
+ modexCopyPageRegion(bg->page, spri->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexShowPage(bg->page);\r
+ while(!keyp(1))\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
+ \r
+ //TODO: render the player properly with animation and sprite sheet\r
+ //TODO: fexible speeds\r
+ if(keyp(77) && !keyp(75))\r
+ {\r
+ if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10)\r
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)\r
+ {\r
+ animatePlayer(bg, spri, 1, 1, player.x, player.y, q, &ptmp);\r
+ mapScrollRight(bg, SPEED);\r
+ mapScrollRight(spri, SPEED);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.tx++;\r
+ }\r
+ else if(player.tx < MAPX)\r
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)\r
+ {\r
+ player.x+=SPEED;\r
+ animatePlayer(bg, spri, 1, 0, player.x, player.y, q, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.tx++;\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 32, 24, 32, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ }\r
+\r
+ if(keyp(75) && !keyp(77))\r
+ {\r
+ if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10)\r
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)\r
+ {\r
+ \r
+ animatePlayer(bg, spri, 3, 1, player.x, player.y, q, &ptmp);\r
+ mapScrollLeft(bg, SPEED);\r
+ mapScrollLeft(spri, SPEED);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.tx--;\r
+ }\r
+ else if(player.tx > 1)\r
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)\r
+ {\r
+ player.x-=SPEED;\r
+ animatePlayer(bg, spri, 3, 0, player.x, player.y, q, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.tx--;\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 96, 24, 32, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ }\r
+\r
+ if(keyp(80) && !keyp(72))\r
+ {\r
+ if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8)\r
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)\r
+ {\r
+ animatePlayer(bg, spri, 2, 1, player.x, player.y, q, &ptmp);\r
+ mapScrollDown(bg, SPEED);\r
+ mapScrollDown(spri, SPEED);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.ty++;\r
+ }\r
+ else if(player.ty < MAPY)\r
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)\r
+ {\r
+ player.y+=SPEED;\r
+ animatePlayer(bg, spri, 2, 0, player.x, player.y, q, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.ty++;\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ }\r
+\r
+ if(keyp(72) && !keyp(80))\r
+ {\r
+ if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8)\r
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)\r
+ {\r
+ animatePlayer(bg, spri, 0, 1, player.x, player.y, q, &ptmp);\r
+ mapScrollUp(bg, SPEED);\r
+ mapScrollUp(spri, SPEED);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.ty--;\r
+ }\r
+ else if(player.ty > 1)\r
+ {\r
+ for(q=0; q<(TILEWH/SPEED); q++)\r
+ {\r
+ player.y-=SPEED;\r
+ animatePlayer(bg, spri, 0, 0, player.x, player.y, q, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ player.ty--;\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, player.x-4, player.y-TILEWH, player.x-4, player.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 0, 24, 32, &ptmp);\r
+ modexShowPage(spri->page);\r
+ }\r
+ }\r
+ \r
+ }\r
+\r
+ modexLeave();\r
+ setkb(0);\r
+ printf("Project 16 scroll.exe\n");\r
+ printf("tx: %d\n", bg->tx);\r
+ printf("ty: %d\n", bg->ty);\r
+ printf("player.x: %d\n", player.x);\r
+ printf("player.y: %d\n", player.y);\r
+ printf("player.tx: %d\n", player.tx);\r
+ printf("player.ty: %d\n", player.ty);\r
+}\r
+\r
+\r
+map_t\r
+allocMap(int w, int h) {\r
+ map_t result;\r
+\r
+ result.width =w;\r
+ result.height=h;\r
+ result.data = malloc(sizeof(byte) * w * h);\r
+\r
+ return result;\r
+}\r
+\r
+\r
+void\r
+initMap(map_t *map) {\r
+ /* just a place holder to fill out an alternating pattern */\r
+ int x, y;\r
+ int i;\r
+ int tile = 1;\r
+ map->tiles = malloc(sizeof(tiles_t));\r
+\r
+ /* create the tile set */\r
+ map->tiles->data = malloc(sizeof(bitmap_t));\r
+ map->tiles->data->width = (TILEWH*2);\r
+ map->tiles->data->height= TILEWH;\r
+ map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
+ map->tiles->tileHeight = TILEWH;\r
+ map->tiles->tileWidth =TILEWH;\r
+ map->tiles->rows = 1;\r
+ map->tiles->cols = 2;\r
+\r
+ i=0;\r
+ for(y=0; y<TILEWH; y++) {\r
+ for(x=0; x<(TILEWH*2); x++) {\r
+ if(x<TILEWH)\r
+ map->tiles->data->data[i] = 0x24;\r
+ else\r
+ map->tiles->data->data[i] = 0x34;\r
+ i++;\r
+ }\r
+ }\r
+\r
+ i=0;\r
+ for(y=0; y<map->height; y++) {\r
+ for(x=0; x<map->width; x++) {\r
+ map->data[i] = tile;\r
+ tile = tile ? 0 : 1;\r
+ i++;\r
+ }\r
+ tile = tile ? 0 : 1;\r
+ }\r
+}\r
+\r
+\r
+void\r
+mapScrollRight(map_view_t *mv, byte offset) {\r
+ word x, y; /* coordinate for bging */\r
+\r
+ /* increment the pixel position and update the page */\r
+ mv->page->dx += offset;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv->page->dx >= mv->dxThresh ) {\r
+ /* go forward one tile */\r
+ mv->tx++;\r
+ /* Snap the origin forward */\r
+ mv->page->data += 4;\r
+ mv->page->dx = mv->map->tiles->tileWidth;\r
+\r
+\r
+ /* bg the next column */\r
+ x= SCREEN_WIDTH + mv->map->tiles->tileWidth;\r
+ mapDrawCol(mv, mv->tx + 20 , mv->ty-1, x);\r
+ }\r
+}\r
+\r
+\r
+void\r
+mapScrollLeft(map_view_t *mv, byte offset) {\r
+ word x, y; /* coordinate for bging */\r
+\r
+ /* increment the pixel position and update the page */\r
+ mv->page->dx -= offset;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv->page->dx == 0) {\r
+ /* go backward one tile */\r
+ mv->tx--;\r
+ \r
+ /* Snap the origin backward */\r
+ mv->page->data -= 4;\r
+ mv->page->dx = mv->map->tiles->tileWidth;\r
+\r
+ /* bg the next column */\r
+ mapDrawCol(mv, mv->tx-1, mv->ty-1, 0);\r
+ }\r
+}\r
+\r
+\r
+void\r
+mapScrollUp(map_view_t *mv, byte offset) {\r
+ word x, y; /* coordinate for bging */\r
+\r
+ /* increment the pixel position and update the page */\r
+ mv->page->dy -= offset;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv->page->dy == 0 ) {\r
+ /* go down one tile */\r
+ mv->ty--;\r
+ /* Snap the origin downward */\r
+ mv->page->data -= mv->page->width*4;\r
+ mv->page->dy = mv->map->tiles->tileHeight;\r
+\r
+\r
+ /* bg the next row */\r
+ y= 0;\r
+ mapDrawRow(mv, mv->tx-1 , mv->ty-1, y);\r
+ }\r
+}\r
+\r
+\r
+void\r
+mapScrollDown(map_view_t *mv, byte offset) {\r
+ word x, y; /* coordinate for bging */\r
+\r
+ /* increment the pixel position and update the page */\r
+ mv->page->dy += offset;\r
+\r
+ /* check to see if this changes the tile */\r
+ if(mv->page->dy >= mv->dyThresh ) {\r
+ /* go down one tile */\r
+ mv->ty++;\r
+ /* Snap the origin downward */\r
+ mv->page->data += mv->page->width*4;\r
+ mv->page->dy = mv->map->tiles->tileHeight;\r
+\r
+\r
+ /* bg the next row */\r
+ y= SCREEN_HEIGHT + mv->map->tiles->tileHeight;\r
+ mapDrawRow(mv, mv->tx-1 , mv->ty+15, y);\r
+ }\r
+\r
+}\r
+\r
+\r
+void\r
+mapGoTo(map_view_t *mv, int tx, int ty) {\r
+ int px, py;\r
+ unsigned int i;\r
+\r
+ /* set up the coordinates */\r
+ mv->tx = tx;\r
+ mv->ty = ty;\r
+ mv->page->dx = mv->map->tiles->tileWidth;\r
+ mv->page->dy = mv->map->tiles->tileHeight;\r
+\r
+ /* set up the thresholds */\r
+ mv->dxThresh = mv->map->tiles->tileWidth * 2;\r
+ mv->dyThresh = mv->map->tiles->tileHeight * 2;\r
+\r
+ /* bg the tiles */\r
+ modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);\r
+ py=0;\r
+ i=mv->ty * mv->map->width + mv->tx;\r
+ for(ty=mv->ty-1; py < SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; ty++, py+=mv->map->tiles->tileHeight) {\r
+ mapDrawRow(mv, tx-1, ty, py);\r
+ i+=mv->map->width - tx;\r
+ }\r
+}\r
+\r
+\r
+void\r
+mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y) {\r
+ word rx;\r
+ word ry;\r
+ rx = (i % t->cols) * t->tileWidth;\r
+ ry = (i / t->cols) * t->tileHeight;\r
+ modexDrawBmpRegion(page, x, y, rx, ry, t->tileWidth, t->tileHeight, t->data);\r
+}\r
+\r
+\r
+void \r
+mapDrawRow(map_view_t *mv, int tx, int ty, word y) {\r
+ word x;\r
+ int i;\r
+\r
+ /* the position within the map array */\r
+ i=ty * mv->map->width + tx;\r
+ for(x=0; x<SCREEN_WIDTH+mv->dxThresh && tx < mv->map->width; x+=mv->map->tiles->tileWidth, tx++) {\r
+ if(i>=0) {\r
+ /* we are in the map, so copy! */\r
+ mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
+ }\r
+ i++; /* next! */\r
+ }\r
+}\r
+\r
+\r
+void \r
+mapDrawCol(map_view_t *mv, int tx, int ty, word x) {\r
+ int y;\r
+ int i;\r
+\r
+ /* location in the map array */\r
+ i=ty * mv->map->width + tx;\r
+\r
+ /* We'll copy all of the columns in the screen, \r
+ i + 1 row above and one below */\r
+ for(y=0; y<SCREEN_HEIGHT+mv->dyThresh && ty < mv->map->height; y+=mv->map->tiles->tileHeight, ty++) {\r
+ if(i>=0) {\r
+ /* we are in the map, so copy away! */\r
+ mapDrawTile(mv->map->tiles, mv->map->data[i], mv->page, x, y);\r
+ }\r
+ i += mv->map->width;\r
+ }\r
+}\r
+\r
+void\r
+animatePlayer(map_view_t *src, map_view_t *dest, short d1, short d2, int x, int y, int ls, bitmap_t *bmp)\r
+{\r
+ short dire=32*d1;\r
+ short qq;\r
+ short lo = ((TILEWH / SPEED) / 3);\r
+ short loo = (ls + lo);\r
+\r
+ if(d2==0) qq = 0;\r
+ else qq = ((ls+1)*SPEED);\r
+ switch (d1)\r
+ {\r
+ case 0:\r
+ //up\r
+ x=x-4;\r
+ y=y-qq-TILEWH;\r
+ break;\r
+ case 1:\r
+ // right\r
+ x=x+qq-4;\r
+ y=y-TILEWH;\r
+ break;\r
+ case 2:\r
+ //down\r
+ x=x-4;\r
+ y=y+qq-TILEWH;\r
+ break;\r
+ case 3:\r
+ //left\r
+ x=x-qq-4;\r
+ y=y-TILEWH;\r
+ break;\r
+ } //TODO: make flexible animation thingy\r
+ if(2>ls && ls>=0) { modexCopyPageRegion(dest->page, src->page, x-2, y-4, x-2, y-4, 28, 40);\r
+ modexDrawSpriteRegion(dest->page, x, y, 48, dire, 24, 32, bmp); modexWaitBorder(); }else\r
+ if(4>ls && ls>=2) { modexCopyPageRegion(dest->page, src->page, x-2, y-4, x-2, y-4, 28, 40);\r
+ modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); modexWaitBorder(); }else\r
+ if(6>ls && ls>4) { modexCopyPageRegion(dest->page, src->page, x-2, y-4, x-2, y-4, 28, 40);\r
+ modexDrawSpriteRegion(dest->page, x, y, 0, dire, 24, 32, bmp); modexWaitBorder(); }else\r
+ if(8>ls && ls>6) { modexCopyPageRegion(dest->page, src->page, x-2, y-4, x-2, y-4, 28, 40);\r
+ modexDrawSpriteRegion(dest->page, x, y, 24, dire, 24, 32, bmp); modexWaitBorder(); }else ls-=ls;\r
+}\r