int tx; //player tile position on the viewable map\r
int ty; //player tile position on the viewable map\r
int triggerx; //player's trigger box tile position on the viewable map\r
- int triggery; //player's trigger box tile position on the viewable map\r
+ int triggery; //player's trigger box tile position on the viewable map
+ int setx; //NOT USED YET! player sprite sheet set on the image x
+ int sety; //NOT USED YET! player sprite sheet set on the image y\r
word q; //loop variable\r
word d; //direction\r
int hp; //hitpoints of the player\r
#define TRIGGY 9\r
//#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
void main() {\r
- bitmap_t ptmp; // player sprite\r
+ bitmap_t ptmp;//, npctmp; // player sprite\r
const char *cpus;\r
static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */\r
page_t screen, screen2, screen3;\r
byte *pal;\r
byte *ptr;\r
actor_t player;\r
-\r
+ //actor_t npc0;\r
\r
/* save the palette */\r
pal = modexNewPal();\r
\r
/* draw the tiles */\r
ptr = map.data;\r
- /*data\\*/\r
- ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
+ /* data */\r
+ ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
+ //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
setkb(1);\r
modexEnter();\r
modexPalBlack();\r
player.triggerx = player.tx;\r
player.triggery = player.ty+1;\r
player.q=1;\r
- player.d=0;\r
+ player.d=0;
+ player.hp=4;
+ //npc
+ /*npc0.tx = bg->tx + 1;\r
+ npc0.ty = bg->ty + 1;\r
+ npc0.x = npc0.tx*TILEWH;\r
+ npc0.y = npc0.ty*TILEWH;\r
+ npc0.triggerx = npc0.tx;\r
+ npc0.triggery = npc0.ty+1;\r
+ npc0.q=1;\r
+ npc0.d=0;
+ modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/\r
modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
\r
modexClearRegion(spri->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
- modexClearRegion(bg->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
+ modexClearRegion(bg->page, player.triggerx*16, player.triggery*16, 16, 16, 1);
+
+ modexClearRegion(spri->page, 5*16, 5*16, 16, 16, 255);\r
+ modexClearRegion(bg->page, 5*16, 5*16, 16, 16, 255);\r
+
modexShowPage(spri->page);\r
- while(!keyp(1))\r
+ while(!keyp(1) && player.hp!=0)\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;
+ /*#define INC_PER_FRAME_NPC if(npc0.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;
+
+ if(npc0.d == 0 && npc0.q == 1) npc0.d =rand()%8;
+ if(npc0.d>4)
+ npc0.d=0;
+ //right movement\r
+ if(npc0.d == 2)\r
+ {
+ if(npc0.tx < MAPX && !(npc0.tx+1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty))\r
+ {\r
+ if(npc0.q<=(TILEWH/SPEED))\r
+ {\r
+ INC_PER_FRAME_NPC;\r
+ npc0.x+=SPEED;\r
+ //animatePlayer(bg, spri, mask, 1, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
+ animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
+ modexShowPage(spri->page);\r
+ npc0.q++;\r
+ } else { npc0.q = 1; npc0.d = 0; npc0.tx++; }\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 32, 24, 32, &npctmp);\r
+ modexShowPage(spri->page);\r
+ npc0.d = 0;\r
+ }\r
+ npc0.triggerx = npc0.tx+1;\r
+ npc0.triggery = npc0.ty;\r
+ }
+\r
+ //left movement\r
+ if(npc0.d == 4)\r
+ {
+ if(npc0.tx > 1 && !(npc0.tx-1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx-1 == player.tx && npc0.ty == player.ty))\r
+ {\r
+ if(npc0.q<=(TILEWH/SPEED))\r
+ {\r
+ INC_PER_FRAME_NPC;\r
+ npc0.x-=SPEED;\r
+ //animatePlayer(bg, spri, mask, 3, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
+ animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
+ modexShowPage(spri->page);\r
+ npc0.q++;\r
+ } else { npc0.q = 1; npc0.d = 0; npc0.tx--; }\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 96, 24, 32, &npctmp);\r
+ modexShowPage(spri->page);\r
+ npc0.d = 0;\r
+ }\r
+ npc0.triggerx = npc0.tx-1;\r
+ npc0.triggery = npc0.ty;\r
+ }
+\r
+ //down movement\r
+ if(npc0.d == 3)\r
+ {
+ if(npc0.ty < MAPY && !(npc0.tx == TRIGGX && npc0.ty+1 == TRIGGY) && !(npc0.tx == player.tx && npc0.ty == player.ty+1))\r
+ {\r
+ if(npc0.q<=(TILEWH/SPEED))\r
+ {\r
+ INC_PER_FRAME_NPC;\r
+ npc0.y+=SPEED;\r
+ //animatePlayer(bg, spri, mask, 2, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
+ animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
+ modexShowPage(spri->page);\r
+ npc0.q++;\r
+ } else { npc0.q = 1; npc0.d = 0; npc0.ty++; }\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);\r
+ modexShowPage(spri->page);\r
+ npc0.d = 0;\r
+ }\r
+ npc0.triggerx = npc0.tx;\r
+ npc0.triggery = npc0.ty+1;\r
+ }\r
+
+ //up movement\r
+ if(npc0.d == 1)\r
+ {
+ if(npc0.ty > 1 && !(npc0.tx == TRIGGX && npc0.ty-1 == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty-1))\r
+ {\r
+ if(npc0.q<=(TILEWH/SPEED))\r
+ {\r
+ INC_PER_FRAME_NPC;\r
+ npc0.y-=SPEED;\r
+ //animatePlayer(bg, spri, mask, 0, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
+ modexShowPage(spri->page);\r
+ animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
+ npc0.q++;\r
+ } else { npc0.q = 1; npc0.d = 0; npc0.ty--; }\r
+ }\r
+ else\r
+ {\r
+ modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
+ modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 0, 24, 32, &npctmp);\r
+ modexShowPage(spri->page);\r
+ npc0.d = 0;\r
+ }\r
+ npc0.triggerx = npc0.tx;\r
+ npc0.triggery = npc0.ty-1;\r
+ }
+
+ if((npc0.triggery == player.ty && npc0.triggerx == player.tx) || (npc0.ty == player.ty && npc0.tx == player.tx)){ player.hp--; }
+*/
+
+ //player movement
+ //TODO: make movement into aa function!
//right movement\r
if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\r
{
player.triggery = player.ty-1;\r
}\r
//modexClearRegion(mask->page, 66, 66, 2, 40, 0);\r
-\r
- if((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(KEY_ENTER))\r
+
+ if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(KEY_ENTER))||(player.tx == 5 && player.ty == 5))\r
{\r
short i;\r
- for(i=600; i>=400; i--)\r
+ for(i=800; i>=400; i--)\r
{\r
sound(i);\r
}\r
nosound();\r
- }\r
+ }
+ if(player.q == (TILEWH/SPEED)+1 && player.d > 0 && (player.triggerx == 5 && player.triggery == 5)){ player.hp--; }\r
}\r
\r
/* fade back to text mode */\r
printf("player.tx: %d\n", player.tx);\r
printf("player.ty: %d\n", player.ty);\r
printf("player.triggx: %d\n", player.triggerx);\r
- printf("player.triggy: %d\n", player.triggery);\r
+ printf("player.triggy: %d\n", player.triggery);
+ printf("player.hp: %d\n", player.hp);\r
printf("player.q: %d\n", player.q);\r
printf("player.d: %d\n", player.d);\r
printf("temporary player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
}\r
i += mv->map->width;\r
}\r
-}\r
+}
+
+/*void npcmove(map_view_t bg, map_view_t fg, )
+{
+
+}*/\r
\r
void\r
animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp)\r