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8bitworkshop/presets/c64/scroll5.c

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C
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#include "common.h"
//#link "common.c"
#include "scrolling.h"
//#link "scrolling.c"
#include "sprites.h"
//#link "sprites.c"
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#include <cbm_petscii_charmap.h>
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static void draw_cell(word ofs, byte x, byte y) {
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byte xx = x + origin_x;
byte yy = y + origin_y;
byte ch = xx ^ yy;
hidbuf[ofs] = ch; // character
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colorbuf[ofs] = ch; // color
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}
void scroll_draw_column(byte col) {
byte y;
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word ofs = col;
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for (y=0; y<ROWS; y++) {
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draw_cell(ofs, col, y);
ofs += COLS;
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}
}
void scroll_draw_row(byte row) {
byte x;
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word ofs = row * COLS;
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for (x=0; x<COLS; x++) {
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draw_cell(ofs, x, row);
++ofs;
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}
}
/*{w:24,h:21,bpp:1,brev:1}*/
const char SPRITE1[3*21] = {
0x00,0x7F,0x00,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
0x03,0xE7,0xE0,0x07,0xD9,0xF0,0x07,0xDF,0xF0,
0x07,0xD9,0xF0,0x03,0xE7,0xE0,0x03,0xFF,0xE0,
0x03,0xFF,0xE0,0x02,0xFF,0xA0,0x01,0x7F,0x40,
0x01,0x3E,0x40,0x00,0x9C,0x80,0x00,0x9C,0x80,
0x00,0x49,0x00,0x00,0x49,0x00,0x00,0x3E,0x00,
0x00,0x3E,0x00,0x00,0x3E,0x00,0x00,0x1C,0x00
};
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int playerx = 0;
int playery = 0;
int camerax = 0;
int cameray = 0;
void update_player() {
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sprite_draw(0, playerx-camerax+160, playery-cameray+140, 192);
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}
void camera_follow(byte moving) {
int dx, dy;
dx = camerax - playerx;
dy = cameray - playery;
if (moving && abs(dx) < 32 && abs(dy) < 32) return;
dx >>= 4;
dy >>= 4;
if (dx) {
if (dx > 8) dx = 8;
else if (dx < -8) dx = -8;
camerax -= dx;
}
if (dy) {
if (dy > 8) dy = 8;
else if (dy < -8) dy = -8;
cameray -= dy;
}
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scroll_xy(dx, dy);
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}
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void main(void) {
clrscr();
printf("\r\n\r\n\r\n Hello World!");
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printf("\r\n\r\n\r\n Use the joystick to move");
printf("\r\n\r\n\r\n And the camera will follow");
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// setup scrolling library
scroll_setup();
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VIC.bordercolor = 12;
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// setup sprite library and copy sprite to VIC bank
sprite_clear();
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sprite_set_shapes(SPRITE1, 192, 1);
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sprshad.spr_color[0] = 13;
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// install the joystick driver
joy_install (joy_static_stddrv);
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// infinite loop
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while (1) {
static char speed;
static char joy;
static bool slowframe = false;
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// get joystick bits
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joy = joy_read(0);
// speed up scrolling while button pressed
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speed = JOY_BTN_1(joy) ? 3 : 1;
// if we copied screen memory last frame,
// double speed of player for this frame
if (slowframe) speed *= 2;
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// move sprite based on arrow keys
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if (JOY_LEFT(joy)) playerx -= speed;
if (JOY_RIGHT(joy)) playerx += speed;
if (JOY_UP(joy)) playery -= speed;
if (JOY_DOWN(joy)) playery += speed;
// move the camera?
camera_follow(joy);
slowframe = swap_needed;
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// animate sprite in shadow sprite ram
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update_player();
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// wait for end of frame
waitvsync();
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// then update sprite registers
sprite_update(visbuf);
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// update scroll registers
// and swap screens if we must
scroll_update();
}
}