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 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
- int setx; //NOT USED YET! player sprite sheet set on the image x
+ int triggery; //player's trigger box tile position on the viewable map\r
+ int setx; //NOT USED YET! player sprite sheet set on the image x\r
page_t screen, screen2, screen3;\r
map_t map;\r
map_view_t mv, mv2, mv3;\r
page_t screen, screen2, screen3;\r
map_t map;\r
map_view_t mv, mv2, mv3;\r
- map_view_t *bg, *spri, *mask;//, *tmp;
+ map_view_t *bg, *spri, *mask;//, *tmp;\r
- ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
- //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite
-
+ ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
+ //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
+\r
player.tx = bg->tx + 10;\r
player.ty = bg->ty + 8;\r
player.x = player.tx*TILEWH;\r
player.tx = bg->tx + 10;\r
player.ty = bg->ty + 8;\r
player.x = player.tx*TILEWH;\r
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
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);
-
+ modexClearRegion(bg->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
+\r
modexClearRegion(spri->page, 5*16, 5*16, 16, 16, 255);\r
modexClearRegion(bg->page, 5*16, 5*16, 16, 16, 255);\r
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) && 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
modexShowPage(spri->page);\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;
-
+ #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
+ /*#define INC_PER_FRAME_NPC if(npc0.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
+\r
+ if(npc0.d == 0 && npc0.q == 1) npc0.d =rand()%8;\r
+ if(npc0.d>4)\r
+ npc0.d=0;\r
+\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
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
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
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
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
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
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
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
- }
-
- 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 a function!
+ }\r
+\r
+ if((npc0.triggery == player.ty && npc0.triggerx == player.tx) || (npc0.ty == player.ty && npc0.tx == player.tx)){ player.hp--; }\r
+*/\r
+\r
+ //player movement\r
+ //TODO: make movement into a function!\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.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.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.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.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.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.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.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
player.triggery = player.ty-1;\r
}\r
//modexClearRegion(mask->page, 66, 66, 2, 40, 0);\r
player.triggery = player.ty-1;\r
}\r
//modexClearRegion(mask->page, 66, 66, 2, 40, 0);\r
printf("Project 16 scroll.exe\n");\r
printf("tx: %d\n", bg->tx);\r
printf("ty: %d\n", bg->ty);\r
printf("Project 16 scroll.exe\n");\r
printf("tx: %d\n", bg->tx);\r
printf("ty: %d\n", bg->ty);\r
if(player.hp==0) printf("%d wwww\n", player.y+8);\r
else printf("\nplayer.y: %d\n", player.y);\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
if(player.hp==0) printf("%d wwww\n", player.y+8);\r
else printf("\nplayer.y: %d\n", player.y);\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.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
printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
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
printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
- result.height=h;
- if(initxms()>0)
- result.data = malloc(sizeof(byte) * w * h);
- else (void huge*)result.data = xmsmalloc(sizeof(byte) * w * h);
+ result.height=h;\r
+ if(initxms()>0)\r
+ result.data = malloc(sizeof(byte) * w * h);\r
+ else (void huge*)result.data = xmsmalloc(sizeof(byte) * w * h);\r
- /* create the tile set */
- if(initxms()>0)
- map->tiles->data = malloc(sizeof(bitmap_t));
- else (void huge*)map->tiles->data = xmsmalloc(sizeof(bitmap_t));
+ /* create the tile set */\r
+ if(initxms()>0)\r
+ map->tiles->data = malloc(sizeof(bitmap_t));\r
+ else (void huge*)map->tiles->data = xmsmalloc(sizeof(bitmap_t));\r
else (void huge*)map->tiles->data->data = xmsmalloc((TILEWH*2)*TILEWH);\r
map->tiles->tileHeight = TILEWH;\r
map->tiles->tileWidth =TILEWH;\r
else (void huge*)map->tiles->data->data = xmsmalloc((TILEWH*2)*TILEWH);\r
map->tiles->tileHeight = TILEWH;\r
map->tiles->tileWidth =TILEWH;\r