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