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8bitworkshop/presets/cpc/sprite_demo.c
2021-12-01 14:03:26 -06:00

263 lines
7.6 KiB
C

// from https://github.com/cpcitor/cpcrslib/tree/master/examples
#include "cpcrslib.h"
extern unsigned char sp_1[]; //masked sprite data
extern unsigned char sp_2[]; //masked sprite data
extern unsigned char tintas[]; //inks
extern unsigned char buffer[]; //inks
struct sprite // minimun sprite structure
{
char *sp0; //2 bytes 01
char *sp1; //2 bytes 23
int coord0; //2 bytes 45 current superbuffer address
int coord1; //2 bytes 67 old superbuffer address
unsigned char cx, cy; //2 bytes 89 current coordinates
unsigned char ox, oy; //2 bytes 1011 old coordinates
unsigned char move1; // los bits 4,3,2 definen el tipo de dibujo!!
unsigned char move; // in this example, to know the movement direction of the sprite
};
struct sprite sprite00,sprite01,sprite02;
void data(void)
{
__asm
_buffer:
.db #30
_sp_1:
.db #4,#15 //sprite dimensions in bytes withd, height
.db #0xFF,#0x00,#0x00,#0xCF,#0x00,#0xCF,#0xFF,#0x00 //data: mask, sprite, mask, sprite...
.db #0xAA,#0x45,#0x00,#0x3C,#0x00,#0x3C,#0x55,#0x8A
.db #0x00,#0x8A,#0x00,#0x55,#0x00,#0xAA,#0x00,#0x45
.db #0x00,#0x8A,#0x00,#0x20,#0x00,#0x00,#0x00,#0x65
.db #0x00,#0x28,#0x00,#0x55,#0x00,#0xAA,#0x00,#0x14
.db #0x00,#0x7D,#0x00,#0xBE,#0x00,#0xFF,#0x00,#0xBE
.db #0xAA,#0x14,#0x00,#0xFF,#0x00,#0xBE,#0x55,#0x28
.db #0xAA,#0x00,#0x00,#0x3C,#0x00,#0x79,#0x55,#0x00
.db #0x00,#0x51,#0x00,#0x51,#0x00,#0xA2,#0x55,#0xA2
.db #0x00,#0xF3,#0x00,#0x10,#0x00,#0x20,#0x00,#0xF3
.db #0x00,#0xF3,#0x00,#0x51,#0x00,#0xA2,#0x00,#0xF3
.db #0x55,#0x28,#0x00,#0x0F,#0x00,#0x0F,#0xAA,#0x14
.db #0xFF,#0x00,#0x55,#0x0A,#0xAA,#0x05,#0xFF,#0x00
.db #0x55,#0x02,#0x55,#0x28,#0xAA,#0x14,#0xAA,#0x01
.db #0x00,#0x03,#0x55,#0x02,#0xAA,#0x01,#0x00,#0x03
_sp_2:
.db #4,#21
.db #0xFF,#0x00,#0x00,#0xCC,#0x00,#0xCC,#0xFF,#0x00
.db #0xFF,#0x00,#0xAA,#0x44,#0x55,#0x88,#0xFF,#0x00
.db #0xFF,#0x00,#0xAA,#0x44,#0x55,#0x88,#0xFF,#0x00
.db #0xFF,#0x00,#0xAA,#0x44,#0x55,#0x88,#0xFF,#0x00
.db #0xFF,#0x00,#0x00,#0xCF,#0x00,#0xCF,#0xFF,#0x00
.db #0xAA,#0x45,#0x00,#0xCF,#0x00,#0xCF,#0x55,#0x8A
.db #0xAA,#0x45,#0x00,#0xE5,#0x00,#0xDA,#0x55,#0x8A
.db #0xAA,#0x45,#0x00,#0xCF,#0x00,#0xCF,#0x55,#0x8A
.db #0xAA,#0x45,#0x00,#0xCF,#0x00,#0xCF,#0x55,#0x8A
.db #0xAA,#0x45,#0x00,#0xCF,#0x00,#0xCF,#0x55,#0x8A
.db #0xAA,#0x45,#0x00,#0xCF,#0x00,#0xCF,#0x55,#0x8A
.db #0xFF,#0x00,#0x00,#0xCF,#0x00,#0xCF,#0xFF,#0x00
.db #0xAA,#0x01,#0x00,#0x03,#0x00,#0x03,#0x55,#0x02
.db #0x00,#0xA9,#0x00,#0x03,#0x00,#0x03,#0x00,#0x56
.db #0x00,#0xA9,#0x00,#0x03,#0x00,#0x03,#0x00,#0x56
.db #0xAA,#0x01,#0x00,#0x03,#0x00,#0x03,#0x55,#0x02
.db #0xAA,#0x01,#0x00,#0x03,#0x00,#0x03,#0x55,#0x02
.db #0xAA,#0x01,#0x00,#0x06,#0x00,#0x09,#0x55,#0x02
.db #0xFF,#0x00,#0x00,#0x0C,#0x00,#0x0C,#0xFF,#0x00
.db #0xFF,#0x00,#0x00,#0x0C,#0x00,#0x0C,#0xFF,#0x00
.db #0xFF,#0x00,#0x00,#0x0C,#0x00,#0x0C,#0xFF,#0x00
// There is a tool called Sprot that allows to generate masked sprites for z88dk.
// ask for it: www.amstrad.es/forum/
_tintas: //firmware inks
.db #0,#13,#1,#6,#26,#24,#15,#8,#10,#22,#14,#3,#18,#4,#11,#25
__endasm;
}
void *p_sprites[7];
void initPointers()
{
p_sprites[0] = &sprite00;
p_sprites[1] = &sprite01;
p_sprites[2] = &sprite02;
}
void set_colours(void)
{
unsigned char x;
for (x=0; x<16; x++)
{
cpc_SetInk(x,tintas[x]);
}
cpc_SetBorder(0);
}
void pause(void)
{
__asm
ld b,#80
pause_loop:
halt
djnz pause_loop
__endasm;
}
void collide(void)
{
cpc_SetColour(16,1);
pause();
cpc_SetColour(16,9);
}
void draw_tilemap(void)
{
unsigned char x,y;
//set the tiles of the map. In this example, the tile map is 32x16 tile
//Tile Map configuration file: TileMapConf.asm
y=0;
for(x=0; x<32; x++)
{
cpc_SetTile(x,y,1);
}
for(y=1; y<15; y++)
{
for (x=0; x<32; x++)
{
cpc_SetTile(x,y,0);
}
}
y=15;
for (x=0; x<32; x++)
{
cpc_SetTile(x,y,2);
}
}
void print_credits(void)
{
cpc_PrintGphStrXY("SMALL;SPRITE;DEMO",9*2+3,20*8);
cpc_PrintGphStrXY("SDCC;;;CPCRSLIB",10*2+3,21*8);
cpc_PrintGphStrXY("BY;ARTABURU;2015",10*2+2,22*8);
cpc_PrintGphStrXY("ESPSOFT<AMSTRAD<ES",10*2+3-3,24*8);
}
main()
{
initPointers();
set_colours();
cpc_SetInkGphStr(0,0);
cpc_SetModo(0);
cpc_DisableFirmware();
// All the sprite values are initilized
sprite00.sp1=sp_1;
sprite00.sp0=sp_1;
sprite00.ox=50;
sprite00.oy=70;
sprite00.cx=50;
sprite00.cy=70;
sprite00.move1=3;
cpc_SuperbufferAddress(p_sprites[0]); //first time it's important to do this
sprite01.sp1=sp_2;
sprite01.sp0=sp_2;
sprite01.ox=50;
sprite01.oy=106;
sprite01.cx=50;
sprite01.cy=106;
sprite01.move=1;
sprite01.move1=3;
cpc_SuperbufferAddress(p_sprites[1]);
sprite02.sp1=sp_2;
sprite02.sp0=sp_2;
sprite02.ox=20;
sprite02.oy=100;
sprite02.cx=20;
sprite02.cy=100;
sprite02.move=2;
sprite02.move1=3;
cpc_SuperbufferAddress(p_sprites[2]);
//Drawing the tile map
draw_tilemap();
cpc_ShowTileMap(); //Show entire tile map in the screen
print_credits();
cpc_SetTile(0,1,2);
/*cpc_GetTiles(0,0,2,3, buffer);
cpc_PutTiles(0,13,2,3, buffer);
cpc_GetTiles(0,13,2,3, buffer);
cpc_PutTiles(8,9,2,3, buffer); */
cpc_ShowTileMap(); //Show entire tile map in the screen
while(1)
{
//cpc_PutTile2x8(sp_1,3,5);
//cpc_PutTile2x8(sp_1,10,170);
//Default number keys for moving one of the sprites:
// 0: cursor right
// 1: cursor left
// 2: cursor up
// 3: cursor down
//for example., if key 0 is pressed, and the sprite is inside tilemap, then
//the sprite is moved one byte to the right:
if (cpc_TestKey(0)==1 && sprite00.cx<60) sprite00.cx++;
if (cpc_TestKey(1)==1 && sprite00.cx>0) sprite00.cx--;
if (cpc_TestKey(2)==1 && sprite00.cy>0) sprite00.cy-=2;
if (cpc_TestKey(3)==1 && sprite00.cy<112) sprite00.cy+=2;
// The other sprites are automatically moved
if (sprite01.move==0) //0 = left, 1 = right
{
if (sprite01.cx>0) sprite01.cx--;
else sprite01.move=1;
}
if (sprite01.move==1) //0 = left, 1 = right
{
if (sprite01.cx<60) sprite01.cx++;
else sprite01.move=0;
}
if (sprite02.move==2) //2 = up, 3 = down
{
if (sprite02.cy>0) sprite02.cy-=2;
else sprite02.move=3;
}
if (sprite02.move==3) //2 = up, 3 = down
{
if (sprite02.cy<106) sprite02.cy+=2;
else sprite02.move=2;
}
cpc_ResetTouchedTiles(); //clear touched tile table
//Sprite phase 1
cpc_PutSpTileMap(p_sprites[0]); //search the tiles where is and was the sprite
cpc_PutSpTileMap(p_sprites[1]);
cpc_PutSpTileMap(p_sprites[2]);
cpc_UpdScr(); //Update the screen to new situatio (show the touched tiles)
//Sprite phase 2
cpc_PutMaskSpTileMap2b(p_sprites[0]); //Requires to move sprite with cpc_SpUpdX or cpc_SpUpdY
cpc_PutMaskSpTileMap2b(p_sprites[1]);
cpc_PutMaskSpTileMap2b(p_sprites[2]);
cpc_ShowTileMap2(); //Show the touched tiles-> show the new sprite situatuion
if (cpc_CollSp(p_sprites[0],p_sprites[1])) collide(); //test if there is collision between sprite00 and sprite01
if (cpc_CollSp(p_sprites[0],p_sprites[2])) collide();
}
}