Dual tile layers

This commit is contained in:
stevenhowes
2021-06-26 19:45:08 +01:00
parent 390ee6ed34
commit 464e19c282
7 changed files with 111 additions and 8 deletions
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@@ -228,6 +228,17 @@ void draw_tile(char* spritename,int x, int y)
inreg.r[5] = 0;
_kernel_swi(OS_SpriteOp,&inreg,&outreg);
}
void draw_tile_trans(char* spritename,int x, int y)
{
// SpriteOp 34 to put sprite at a location
inreg.r[0] = 256+34;
inreg.r[1] = (int) tilebuffer;
inreg.r[2] = (int) spritename;
inreg.r[3] = x;
inreg.r[4] = y;
inreg.r[5] = 8;
_kernel_swi(OS_SpriteOp,&inreg,&outreg);
}
void draw_spritetext(char* text, int x, int y)
{
+75 -4
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@@ -39,8 +39,11 @@ int selectedsmart = -1;
// believed to be displayed in the corresponding (+1) screen buffer
// and we run a compare to see if re-drawing is needed. 0xFF is used
// for a re-draw being required (so it's set on the tile under the player
// _overlay is used for the second layer on of tiles (optional)
unsigned char map[3][TILESX][TILESY];
unsigned char fullmap[10000];
unsigned char map_overlay[3][TILESX][TILESY];
unsigned char fullmap[10000*2];
char tilenamebuffer[4];
char textbuffer[63];
@@ -267,6 +270,17 @@ void game2_fillmap(int xoffset, int yoffset)
memcpy(map[0][7],fullmap+yoffset+(xoffset*100)+700,10);
memcpy(map[0][8],fullmap+yoffset+(xoffset*100)+800,10);
memcpy(map[0][9],fullmap+yoffset+(xoffset*100)+900,10);
memcpy(map_overlay[0][0],fullmap+yoffset+(xoffset*100)+10000,10);
memcpy(map_overlay[0][1],fullmap+yoffset+(xoffset*100)+100+10000,10);
memcpy(map_overlay[0][2],fullmap+yoffset+(xoffset*100)+200+10000,10);
memcpy(map_overlay[0][3],fullmap+yoffset+(xoffset*100)+300+10000,10);
memcpy(map_overlay[0][4],fullmap+yoffset+(xoffset*100)+400+10000,10);
memcpy(map_overlay[0][5],fullmap+yoffset+(xoffset*100)+500+10000,10);
memcpy(map_overlay[0][6],fullmap+yoffset+(xoffset*100)+600+10000,10);
memcpy(map_overlay[0][7],fullmap+yoffset+(xoffset*100)+700+10000,10);
memcpy(map_overlay[0][8],fullmap+yoffset+(xoffset*100)+800+10000,10);
memcpy(map_overlay[0][9],fullmap+yoffset+(xoffset*100)+900+10000,10);
}
void game2_setup()
@@ -484,6 +498,26 @@ void game2_tick_input()
}
}
// L - next tile
if(input_readkey(86))
{
if(tick > readmodkey)
{
fullmap[TilePlayer.rawtile + 10000] = fullmap[TilePlayer.rawtile + 10000] + 1;
readmodkey = tick + 10;
}
}
// K - previous tile
if(input_readkey(70))
{
if(tick > readmodkey)
{
fullmap[TilePlayer.rawtile + 10000] = fullmap[TilePlayer.rawtile + 10000] - 1;
readmodkey = tick + 10;
}
}
// C - Copy tile
if(input_readkey(82))
{
@@ -578,6 +612,14 @@ int game2_tick()
{
draw_sprite("solid",x*100,y*100);
}
map_overlay[screen+1][x][y] = map_overlay[0][x][y];
if(map_overlay[screen+1][x][y] > 0)
{
sprintf(tilenamebuffer,"%i",map_overlay[screen+1][x][y]);
draw_tile_trans(tilenamebuffer,x*100,y*100);
}
udt++;
}
@@ -666,18 +708,26 @@ int game2_tick()
game2_tick_input();
x = 1100;
x = 1040;
y = 600;
// Tile selector (primary)
for(i = (fullmap[TilePlayer.rawtile] - 3); i <= (fullmap[TilePlayer.rawtile] + 3); i++)
{
if((i >=0) && (i <= 255))
{
if(i > 127)
sprintf(tilenamebuffer,"%i",i - 128);
else
sprintf(tilenamebuffer,"%i",i);
draw_tile(tilenamebuffer,x,y);
sprintf(textbuffer,"%d",i);
draw_spritetext(textbuffer, x-60, y+30);
if(i > 127)
sprintf(textbuffer,"%i",i - 128);
else
sprintf(textbuffer,"%i",i);
draw_spritetext(textbuffer, x+20, y+30);
if(i == fullmap[TilePlayer.rawtile])
draw_sprite("select1",x,y);
@@ -685,6 +735,27 @@ int game2_tick()
y = y - 100;
}
x = 1160;
y = 600;
// Tile selector (overlay)
for(i = (fullmap[TilePlayer.rawtile + 10000] - 3); i <= (fullmap[TilePlayer.rawtile + 10000] + 3); i++)
{
if((i >=0) && (i <= 255))
{
sprintf(tilenamebuffer,"%i",i);
draw_tile(tilenamebuffer,x,y);
sprintf(textbuffer,"%i",i);
draw_spritetext(textbuffer, x+20, y+30);
if(i == fullmap[TilePlayer.rawtile + 10000])
draw_sprite("select1",x,y);
}
y = y - 100;
}
x = 1180;
y = 750;
+24 -3
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@@ -21,9 +21,12 @@ extern _kernel_swi_regs outreg;
// map[0] is the 'master', [1] and [2] represents what is currently
// believed to be displayed in the corresponding (+1) screen buffer
// and we run a compare to see if re-drawing is needed. 0xFF is used
// for a re-draw being required (so it's set on the tile under the player
// for a re-draw being required (so it's set on the tile under the player)
// _overlay is used for the second layer on of tiles (optional)
unsigned char map[3][TILESX][TILESY];
unsigned char fullmap[10000];
unsigned char map_overlay[3][TILESX][TILESY];
unsigned char fullmap[10000*2];
unsigned char areaname[13];
@@ -364,6 +367,17 @@ void game2_fillmap(int xoffset, int yoffset)
memcpy(map[0][7],fullmap+yoffset+(xoffset*100)+700,10);
memcpy(map[0][8],fullmap+yoffset+(xoffset*100)+800,10);
memcpy(map[0][9],fullmap+yoffset+(xoffset*100)+900,10);
memcpy(map_overlay[0][0],fullmap+yoffset+(xoffset*100)+10000,10);
memcpy(map_overlay[0][1],fullmap+yoffset+(xoffset*100)+100+10000,10);
memcpy(map_overlay[0][2],fullmap+yoffset+(xoffset*100)+200+10000,10);
memcpy(map_overlay[0][3],fullmap+yoffset+(xoffset*100)+300+10000,10);
memcpy(map_overlay[0][4],fullmap+yoffset+(xoffset*100)+400+10000,10);
memcpy(map_overlay[0][5],fullmap+yoffset+(xoffset*100)+500+10000,10);
memcpy(map_overlay[0][6],fullmap+yoffset+(xoffset*100)+600+10000,10);
memcpy(map_overlay[0][7],fullmap+yoffset+(xoffset*100)+700+10000,10);
memcpy(map_overlay[0][8],fullmap+yoffset+(xoffset*100)+800+10000,10);
memcpy(map_overlay[0][9],fullmap+yoffset+(xoffset*100)+900+10000,10);
}
void game2_setup_audio()
@@ -730,7 +744,7 @@ int game2_tick()
}
// Redraw any tiles we're overlapping
if(map[0][x][y] ^ map[screen+1][x][y])
if((map[0][x][y] ^ map[screen+1][x][y]) || (map_overlay[0][x][y] ^ map_overlay[screen+1][x][y]))
{
map[screen+1][x][y] = map[0][x][y];
if(map[screen+1][x][y] < 128)
@@ -739,6 +753,13 @@ int game2_tick()
sprintf(tilenamebuffer,"%i",(map[screen+1][x][y]-128));
draw_tile(tilenamebuffer,x*100,y*100);
map_overlay[screen+1][x][y] = map_overlay[0][x][y];
if(map_overlay[screen+1][x][y] > 0)
{
sprintf(tilenamebuffer,"%i",map_overlay[screen+1][x][y]);
draw_tile_trans(tilenamebuffer,x*100,y*100);
}
}
}
}
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