main() { uchar i; struct sp1_ss *s; struct sprentry *se; void *temp; #asm di #endasm // Initialize MALLOC.LIB heap = 0L; // heap is empty sbrk(40000, 10000); // make available memory from 40000-49999 // Initialize SP1.LIB zx_border(BLACK); sp1_Initialize(SP1_IFLAG_MAKE_ROTTBL | SP1_IFLAG_OVERWRITE_TILES | SP1_IFLAG_OVERWRITE_DFILE, INK_BLACK | PAPER_WHITE, ' '); sp1_TileEntry(' ', hash); // redefine graphic associated with space character sp1_Invalidate(&cr); // invalidate entire screen so that it is all initially drawn sp1_UpdateNow(); // draw screen area managed by sp1 now // Create Ten Masked Software-Rotated Sprites for (i=0; i!=10; i++) { s = sprtbl[i].s = sp1_CreateSpr(SP1_DRAW_XOR2LB, SP1_TYPE_2BYTE, 3, 0, i); sp1_AddColSpr(s, SP1_DRAW_XOR2, 0, 48, i); sp1_AddColSpr(s, SP1_DRAW_XOR2RB, 0, 0, i); sp1_MoveSprAbs(s, &cr, gr_window, 10, 14, 0, 4); }; while (1) { // main loop sp1_UpdateNow(); // draw screen now for (i=0; i!=10; i++) { // move all sprites se = &sprtbl[i]; sp1_MoveSprRel(se->s, &cr, 0, 0, 0, se->dy, se->dx); if (se->s->row > 21) // if sprite went off screen, reverse direction se->dy = - se->dy; if (se->s->col > 29) // notice if coord moves less than 0, it becomes se->dx = - se->dx; // 255 which is also caught by these cases } } // end main loop }
void run_redefine_keys(void) { struct sp1_Rect r = { 10, 2, 30, 10 }; sp1_ClearRectInv(&r, INK_BLACK | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR); sp1_SetPrintPos(&ps0, 10, 10); sp1_PrintString(&ps0, "\x14\x47" "REDEFINE KEYS"); for (i = 0; i < 3; ++i) { sp1_SetPrintPos(&ps0, 12 + i, 11); sp1_PrintString(&ps0, redefine_texts[i]); sp1_UpdateNow(); in_wait_key(); keys[i] = in_inkey(); in_wait_nokey(); // nope! if (keys[i] < 32) { --i; continue; } // space is not visible, make it so if (keys[i] == 32) { sp1_SetPrintPos(&ps0, 12 + i, 18); sp1_PrintString(&ps0, "\x14\x46" "SPACE"); } else sp1_PrintAtInv(12 + i, 18, BRIGHT | INK_YELLOW, keys[i]); sp1_UpdateNow(); playfx(FX_SELECT); } // some delay so the player can see last pressed key for (i = 0; i < 16; ++i) wait(); }
main() { uchar i; struct sp1_ss *s; struct sprentry *se; void *temp; #asm di #endasm // Initialize MALLOC.LIB heap = 0L; // heap is empty sbrk(40000, 5000); // add 40000-44999 to malloc // Set 512x192 Video Mode memset(16384, 0, 6144); // clear both halves of the display file before switching video mode memset(24576, 0, 6144); ts_vmod(PAPER_BLACK | VMOD_HIRES); // select 64-col mode with black background // Initialize SP1.LIB sp1_Initialize(SP1_IFLAG_MAKE_ROTTBL | SP1_IFLAG_OVERWRITE_TILES | SP1_IFLAG_OVERWRITE_DFILE, ' '); sp1_TileEntry(' ', hash); // redefine graphic associated with space character sp1_Invalidate(&cr); // invalidate entire screen so that it is all initially drawn sp1_UpdateNow(); // draw screen area managed by sp1 now // Create Ten Masked Software-Rotated Sprites for (i=0; i!=10; i++) { s = sprtbl[i].s = sp1_CreateSpr(SP1_DRAW_XOR2LB, SP1_TYPE_2BYTE, 3, 0, i); sp1_AddColSpr(s, SP1_DRAW_XOR2, 0, 48, i); sp1_AddColSpr(s, SP1_DRAW_XOR2RB, 0, 0, i); sp1_MoveSprAbs(s, &cr, gr_window, 10, 14, 0, 4); }; while (1) { // main loop sp1_UpdateNow(); // draw screen now for (i=0; i!=10; i++) { // move all sprites se = &sprtbl[i]; sp1_MoveSprRel(se->s, &cr, 0, 0, 0, se->dy, se->dx); if (se->s->row > 21) // if sprite went off screen, reverse direction se->dy = - se->dy; if (se->s->col > 61) // notice if coord moves less than 0, it becomes se->dx = - se->dx; // 255 which is also caught by these cases } } // end main loop }
main() { uchar i; struct sp1_ss *s; struct sprentry *se; void *temp; #asm di #endasm // Initialize MALLOC.LIB heap = 0L; // heap is empty sbrk(40000, 10000); // add 40000-49999 to malloc // Initialize SP1.LIB zx_border(INK_BLACK); sp1_Initialize(SP1_IFLAG_MAKE_ROTTBL | SP1_IFLAG_OVERWRITE_TILES | SP1_IFLAG_OVERWRITE_DFILE, INK_BLACK | PAPER_WHITE, ' '); sp1_TileEntry(' ', hash); // redefine graphic associated with space character sp1_TileEntry('H', horline); // 'H' will be the horizontal line graphic sp1_TileEntry('V', verline); // 'V' will be the vertical line graphic sp1_TileEntry('C', intline); // 'C' will be the intersection graphic // Print a Tic-Tac-Toe Pattern for (i=0; i!=32; ++i) // draw the two horizontal lines in tic-tac-toe pattern { sp1_PrintAt( 7, i, INK_RED | PAPER_GREEN, 'H'); sp1_PrintAt(16, i, INK_RED | PAPER_GREEN, 'H'); } for (i=0; i!=24; ++i) // draw the two vertical lines in tic-tac-toe pattern { sp1_PrintAt(i, 10, INK_RED | PAPER_GREEN, 'V'); sp1_PrintAt(i, 21, INK_RED | PAPER_GREEN, 'V'); } sp1_PrintAt( 7, 10, INK_RED | PAPER_GREEN, 'C'); // where the lines intersect sp1_PrintAt( 7, 21, INK_RED | PAPER_GREEN, 'C'); // print the intersection graphic sp1_PrintAt(16, 10, INK_RED | PAPER_GREEN, 'C'); sp1_PrintAt(16, 21, INK_RED | PAPER_GREEN, 'C'); // Create Four Rectangles that Cover the Four Tic-Tac-Toe Lines sr1.row = 7; sr1.col = 0; sr1.width = 32; sr1.height = 1; // top horizontal line sr2.row = 16; sr2.col = 0; sr2.width = 32; sr2.height = 1; // bottom horizontal line sr3.row = 0; sr3.col = 10, sr3.width = 1; sr3.height = 24; // leftmost vertical line sr4.row = 0; sr4.col = 21, sr4.width = 1; sr4.height = 24; // rightmost vertical line sp1_Invalidate(&cr); // invalidate entire screen so that it is all initially drawn sp1_UpdateNow(); // draw screen area managed by sp1 now // Create Ten Masked Software-Rotated Sprites for (i=0; i!=10; i++) { s = sprtbl[i].s = sp1_CreateSpr(SP1_DRAW_MASK2LB, SP1_TYPE_2BYTE, 3, 0, i); sp1_AddColSpr(s, SP1_DRAW_MASK2, 0, 48, i); sp1_AddColSpr(s, SP1_DRAW_MASK2RB, 0, 0, i); sp1_MoveSprAbs(s, &cr, gr_window, 10, 14, 0, 4); }; while (1) { // main loop sp1_Validate(&sr1); // validate areas so that they are not drawn sp1_Validate(&sr2); sp1_Validate(&sr3); sp1_Validate(&sr4); sp1_UpdateNow(); // draw screen now for (i=0; i!=10; i++) { // move all sprites se = &sprtbl[i]; sp1_MoveSprRel(se->s, &cr, 0, 0, 0, se->dy, se->dx); if (se->s->row > 21) // if sprite went off screen, reverse direction se->dy = - se->dy; if (se->s->col > 29) // notice if coord moves less than 0, it becomes se->dx = - se->dx; // 255 which is also caught by these cases } } // end main loop }
int main(void) { unsigned char idle = 0; // the crt has disabled interrupts before main is called // z88dk tracks the border colour so that beeper audio does not change the border colour while playing. // (this project contains a 3rd party ntropic player that does not obey z88dk convention so we set the border to same colour) zx_border(INK_BLACK); // set up the block memory allocator with one queue // max size requested by sp1 will be 24 bytes or block size of 25 (+1 for overhead) balloc_reset(0); // make queue 0 empty balloc_addmem(0, sizeof(block_of_ram)/25, 24, block_of_ram); // add free memory from bss section balloc_addmem(0, 8, 24, (void *)0xd101); // another eight from an unused area // interrupt mode 2 setup_int(); // sp1.lib sp1_Initialize(SP1_IFLAG_MAKE_ROTTBL | SP1_IFLAG_OVERWRITE_TILES | SP1_IFLAG_OVERWRITE_DFILE, INK_BLACK | PAPER_BLACK, ' '); // sp1_Validate(&cr); // not necessary since sp1_Initialize will not mark screen for update ps0.bounds = &cr; ps0.flags = SP1_PSSFLAG_INVALIDATE; ps0.visit = 0; intrinsic_ei(); // setup our font pt = font; for (i = 0; i < 96; ++i, pt += 8) sp1_TileEntry(32 + i, pt); // setup the bg tiles pt = tiles; for (i = 0; i < TILES_LEN; ++i, pt += 8) sp1_TileEntry(TILES_BASE + i, pt); init_sprites(); draw_menu(); srand(tick); // 256 different games are possible while(1) { key = in_inkey(); if (key) { if (key == '4') { playfx(FX_SELECT); in_wait_nokey(); run_redefine_keys(); idle = 0; draw_menu(); } if (key == '1' || key == '2' || key == '3') { playfx(FX_SELECT); joy_k.left = in_key_scancode(keys[0]); joy_k.right = in_key_scancode(keys[1]); // we don't use up/down in this game joy_k.down = in_key_scancode(keys[0]); joy_k.up = in_key_scancode(keys[1]); joy_k.fire = in_key_scancode(keys[2]); if (key == '1') joyfunc = (JOYFUNC)in_stick_keyboard; if (key == '2') joyfunc = (JOYFUNC)in_stick_kempston; if (key == '3') joyfunc = (JOYFUNC)in_stick_sinclair1; // run game run_intro(); run_play(); idle = 0; draw_menu(); } } if (idle++ == 255) { // go back to the welcome screen after a while // if the player doesn't do anything idle = 0; draw_menu(); } wait(); sp1_UpdateNow(); } }
void update_script(void) { unsigned char mod; // there's a wave already if (horde_count) return; // wait between waves if (wave_delay--) return; // only if the player killed all aliens in the wave if (!not_clean) { ++wave; update_score(); wait(); sp1_UpdateNow(); } not_clean = 0; // don't play the sound for the first wave if (wave > 1) playfx(FX_SELECT); wave_delay = 16; horde_move_x = 0; horde_inc_x = 1; horde_ix = 4; horde_iy = 0; horde_move_y = 0; horde_delay = 0; horde_delay_base = 6; horde_count = 0; mod = wave & 0x7; // 0-7 switch(mod) { case 1: for (j = 0; j < 2; ++j) for (i = 0; i < 5; ++i) { add_enemy(24 * i, j * 20, flyer); ++horde_count; } break; case 2: horde_move_x = HORDE_MOVE + 1; horde_inc_x = -1; horde_ix = -4; for (j = 0; j < 3; ++j) for (i = 0; i < 3 - j; ++i) { add_enemy(236 - 24 * i, j * 20, !i && !j ? bomber : flyer); ++horde_count; add_enemy(236 - 120 + 24 * i, j * 20, !i && !j ? bomber : flyer); ++horde_count; } break; case 3: horde_delay_base = 3; for (j = 0; j < 3; ++j) for (i = 0; i < 5; ++i) { add_enemy(24 * i, j * 20, !j ? bomber : flyer); ++horde_count; } break; case 4: horde_delay_base = 3; horde_move_x = HORDE_MOVE + 1; horde_inc_x = -1; horde_ix = -4; k = 1; for (j = 0; j < 4; ++j) for (i = 0; i < 5; ++i) { if (i & 1) continue; if (k) add_enemy(220 - 24 * i, j * 20, bomber); else add_enemy(220 - 24 * i, j * 20, flyer); k = !k; ++horde_count; } break; case 5: horde_delay_base = 3; for (i = 0; i < 6; ++i) { add_enemy(- 8 + 24 * i, 0, bomber); ++horde_count; } for (j = 0; j < 2; ++j) for (i = 0; i < 4; ++i) { add_enemy(-8 + 24 + 24 * i, 20 + j * 20, flyer); ++horde_count; } add_enemy(-8 + 24 + 24 + 12, 60, flyer); ++horde_count; break; case 6: horde_delay_base = 2; for (i = 0; i < 5; ++i) { add_enemy(24 * i, 0, bomber); ++horde_count; } for (i = 0; i < 4; ++i) { add_enemy(12 + 24 * i, 20, flyer); ++horde_count; } for (i = 0; i < 5; ++i) { add_enemy(24 * i, 40, flyer); ++horde_count; } break; case 7: horde_move_x = HORDE_MOVE + 1; horde_inc_x = -1; horde_ix = -4; horde_delay_base = 2; for (i = 0; i < 5; ++i) { add_enemy(220 - 24 * i, 0, bomber); ++horde_count; } for (i = 0; i < 5; ++i) { add_enemy(220 - 24 * i, 40, flyer); ++horde_count; } for (i = 0; i < 4; ++i) { add_enemy(220 - 12 - 24 * i, 80, bomber); ++horde_count; } break; // this is 8 case 0: horde_delay_base = 1; for (i = 0; i < 3; ++i) { add_enemy(24 + 24 * i, 0, flyer); ++horde_count; } for (i = 0; i < 5; ++i) { add_enemy(24 * i, 40, bomber); ++horde_count; } for (i = 0; i < 4; ++i) { add_enemy(12 + 24 * i, 80, flyer); ++horde_count; } break; } if (wave > 8) horde_delay_base = 0; }
void run_play() { sp1_ClearRectInv(&cr, BRIGHT | INK_WHITE | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR); sp1_UpdateNow(); sp1_SetPrintPos(&ps0, 0, 0); sp1_PrintString(&ps0, ptiles); // setup the game sprites[PLAYER].x = 15 * 8; sprites[PLAYER].y = 20 * 8; sprites[PLAYER].frame = 0; sprites[PLAYER].delay = 0; sprites[PLAYER].sprite = player; update_player(); horde_count = 0; wave_delay = 0; wave = 0; score = 0; lives = 3; invulnerable = 0; update_score(); while(1) { // TODO: pause/resume if (in_inkey() == 12) // exit current game break; key = (joyfunc)(&joy_k); if (key & IN_STICK_LEFT && !(key & IN_STICK_RIGHT)) { if (sprites[PLAYER].x - 4 > ORIGINX) { sprites[PLAYER].x -= 4; sprites[PLAYER].frame = 2; sprites[PLAYER].delay = 4; update_player(); } } if (key & IN_STICK_RIGHT && !(key & IN_STICK_LEFT)) { if (sprites[PLAYER].x + 16 + 8 + 4 < WIDTH) { sprites[PLAYER].x += 4; sprites[PLAYER].frame = 1; sprites[PLAYER].delay = 4; update_player(); } } if (cooldown > 0) --cooldown; if (key & IN_STICK_FIRE && !cooldown) { // fire rate cooldown = 10; add_bullet(ST_BULLET, sprites[PLAYER].x + 4, sprites[PLAYER].y - 2); playfx(FX_FIRE); } // change the frame to normal? if (sprites[PLAYER].delay) { if (!--sprites[PLAYER].delay) { sprites[PLAYER].frame = 0; update_player(); } } update_horde(); update_sprites(); update_script(); if (invulnerable > 0) { // will be 0, but in case of "the unexpected" if (lives <= 0) { // GAME OVER // some noise playfx(FX_EXPLO); playfx(FX_EXPLO); playfx(FX_EXPLO); // we don't want the player to miss the game over music in_wait_nokey(); sp1_SetPrintPos(&ps0, 11, 8); sp1_PrintString(&ps0, "\x14\x46" "G A M E O V E R"); sp1_UpdateNow(); dzx7_standard(song2, TEMPMEM); ntropic_play(TEMPMEM, 0); for (i = 0; i < 32; ++i) wait(); // leave the game break; } --invulnerable; update_player(); } wait(); intrinsic_halt(); // inline halt without impeding optimizer sp1_UpdateNow(); } destroy_type_sprite(ST_ALL); collect_sprites(); // the player sprite is never destroyed, so hide it sp1_MoveSprAbs(sprites[PLAYER].s, &cr, NULL, 0, 34, 0, 0); sp1_UpdateNow(); sp1_ClearRectInv(&cr, BRIGHT | INK_BLACK | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR); sp1_UpdateNow(); }
void run_intro(void) { unsigned char buffer[2]; // clear the screen sp1_ClearRectInv(&cr, INK_BLACK | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR); sp1_UpdateNow(); // the menu key may be is still pressed in_wait_nokey(); // wait for vsync wait(); dzx7_standard(warning, (void *)0x4000); // sp1_Validate(&cr); // unnecessary since there was just an update // copy attributes to our temp memory area memcpy(TEMPMEM, (void *)0x5800, 768); // WARNING! effect for (i = 0; i < 3; ++i) { memcpy((void *)0x5800, TEMPMEM, 768); playfx(FX_ALARM); for (j = 0; j < 8; ++j) wait(); memset((void *)0x5800, 0, 768); for (j = 0; j < 8; ++j) wait(); if (in_inkey()) goto skip_intro; } sp1_ClearRectInv(&cr, INK_BLACK | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR); sp1_UpdateNow(); sp1_SetPrintPos(&ps0, 6, 0); buffer[1] = 0; for (pt = intro_text; *pt; ++pt) { buffer[0] = *pt; sp1_PrintString(&ps0, buffer); wait(); sp1_UpdateNow(); if (*pt > 32) playfx(FX_MOVE); if (in_inkey()) goto skip_intro; } for (i = 0; i < 64 && !in_inkey(); ++i) wait(); skip_intro: sp1_ClearRectInv(&cr, INK_BLACK | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR); sp1_UpdateNow(); // in case a key was pressed to skip the intro in_wait_nokey(); }
void draw_menu(void) { unsigned char buffer[16]; struct sp1_Rect r = { 10, 2, 30, 10 }; // clear the screen first to avoid attribute artifacts sp1_ClearRectInv(&cr, BRIGHT | INK_BLACK | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR); sp1_UpdateNow(); // this will wait for vsync wait(); dzx7_standard(menu, (void *)0x4000); // sp1_Validate(&cr); // not necessary since there was just an update sp1_SetPrintPos(&ps0, 10, 5); sp1_PrintString(&ps0, "\x14\x47" "Code, Graphics & sound"); sp1_SetPrintPos(&ps0, 11, 3); sp1_PrintString(&ps0, "\x14\x46" "Juan J. Martinez, @reidrac"); sp1_SetPrintPos(&ps0, 14, 10); sp1_PrintString(&ps0, "\x14\x03" "Made in ~48h"); sp1_SetPrintPos(&ps0, 15, 7); sp1_PrintString(&ps0, "for bitbitjam 2015"); sp1_SetPrintPos(&ps0, 19, 9); sp1_PrintString(&ps0, "\x14\x47" "PRESS ANY KEY!"); sp1_SetPrintPos(&ps0, 23, 8); sp1_PrintString(&ps0, "\x14\x01\x7f" "2015 usebox.net"); sp1_UpdateNow(); // will play until a key is pressed dzx7_standard(song1, TEMPMEM); ntropic_play(TEMPMEM, 1); // avoid the player pressing one of the options and triggering the // associated code in_wait_nokey(); sp1_ClearRectInv(&r, INK_BLACK | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR); sp1_SetPrintPos(&ps0, 11, 11); sp1_PrintString(&ps0, "\x14\x47" "1 KEYBOARD" "\x0b\x0b\x06\x0b" "2 KEMPSTON" "\x0b\x0b\x06\x0b" "3 SINCLAIR" "\x0b\x0b\x06\x0b" "4 REDEFINE" ); // the hiscore sp1_SetPrintPos(&ps0, 7, 13); sp1_PrintString(&ps0, "\x14\x47" "HI"); buffer[0] = 0x14; buffer[1] = BRIGHT | INK_YELLOW | PAPER_BLACK; pad_numbers(buffer + 2, 5, hi_score); sp1_SetPrintPos(&ps0, 7, 15); sp1_PrintString(&ps0, buffer); // will update in the main loop }
main() { uchar i; struct sp1_ss *s; struct sprentry *se; void *temp; // Initialize MALLOC.LIB heap = 0L; // heap is empty sbrk(40000, 5000); // add 40000-44999 to malloc // Initialize SP1.LIB sp1_Initialize(SP1_IFLAG_MAKE_ROTTBL | SP1_IFLAG_OVERWRITE_TILES | SP1_IFLAG_OVERWRITE_DFILE, ' '); sp1_TileEntry(' ', hash); // redefine graphic associated with ' ' character // mark the two rectangular areas on screen so we can see them sp1_ClearRect(&clip1, '+', SP1_RFLAG_TILE); sp1_ClearRect(&clip2, '+', SP1_RFLAG_TILE); sp1_Invalidate(&cr); // invalidate entire screen so that it is all initially drawn sp1_UpdateNow(); // draw screen area managed by sp1 now // Create Ten Masked Software-Rotated Sprites for (i=0; i!=10; i++) { if (i < 5) { s = sprtbl[i].s = sp1_CreateSpr(SP1_DRAW_MASK2LB, SP1_TYPE_2BYTE, 3, 0, i); sp1_AddColSpr(s, SP1_DRAW_MASK2, 0, 48, i); sp1_AddColSpr(s, SP1_DRAW_MASK2RB, 0, 0, i); sp1_MoveSprAbs(s, &cr, gr_window, 10, 14, 0, 4); } else { s = sprtbl[i].s = sp1_CreateSpr(SP1_DRAW_XOR2LB, SP1_TYPE_2BYTE, 3, 0, i); sp1_AddColSpr(s, SP1_DRAW_XOR2, 0, 48, i); sp1_AddColSpr(s, SP1_DRAW_XOR2RB, 0, 0, i); sp1_MoveSprAbs(s, &cr, gr_window, 10, 14, 0, 4); } }; while (1) { // main loop sp1_UpdateNow(); // draw screen now for (i=0; i!=10; i++) { // move all sprites se = &sprtbl[i]; if (i < 5) sp1_MoveSprRel(se->s, &clip1, 0, 0, 0, se->dy, se->dx); else sp1_MoveSprRel(se->s, &clip2, 0, 0, 0, se->dy, se->dx); if (se->s->row > 21) // if sprite went off screen, reverse direction se->dy = - se->dy; if (se->s->col > 29) // notice if coord moves less than 0, it becomes se->dx = - se->dx; // 255 which is also caught by these cases } } // end main loop }
main() { uchar i; struct sp1_ss *s; struct sprentry *se; void *temp; #asm di #endasm // Initialize MALLOC.LIB heap = 0L; // heap is empty sbrk(40000, 10000); // add 40000-49999 to malloc // Initialize SP1.LIB zx_border(INK_BLACK); sp1_Initialize(SP1_IFLAG_MAKE_ROTTBL | SP1_IFLAG_OVERWRITE_TILES | SP1_IFLAG_OVERWRITE_DFILE, INK_BLACK | PAPER_WHITE, ' '); sp1_TileEntry(' ', hash); // redefine graphic associated with space character sp1_Invalidate(&cr); // invalidate entire screen so that it is all initially drawn sp1_UpdateNow(); // draw screen area managed by sp1 now // Create Ten Masked Software-Rotated Sprites for (i=0; i!=10; i++) { s = sprtbl[i].s = sp1_CreateSpr(SP1_DRAW_MASK2LB, SP1_TYPE_2BYTE, 3, 0, i); sp1_AddColSpr(s, SP1_DRAW_MASK2, 0, 48, i); sp1_AddColSpr(s, SP1_DRAW_MASK2RB, 0, 0, i); sp1_MoveSprAbs(s, &cr, gr_window, 10, 14, 0, 4); if (i < 5) // for the first five sprites { attr = INK_RED; // store colour in global variable amask = 0xf8; // store INK-only mask (set bits indicate what parts of background attr are kept) } else { attr = INK_BLUE | PAPER_GREEN; amask = 0xc0; // mask will keep background flash and bright } sp1_IterateSprChar(s, colourSpr); // colour the sprite }; while (1) { // main loop sp1_UpdateNow(); // draw screen now for (i=0; i!=10; i++) { // move all sprites se = &sprtbl[i]; sp1_MoveSprRel(se->s, &cr, 0, 0, 0, se->dy, se->dx); if (se->s->row > 21) // if sprite went off screen, reverse direction se->dy = - se->dy; if (se->s->col > 29) // notice if coord moves less than 0, it becomes se->dx = - se->dx; // 255 which is also caught by these cases } } // end main loop }
main() { uchar i; struct sp1_ss *s; struct sprentry *se; void *temp; #asm di #endasm // Initialize MALLOC.LIB heap = 0L; // heap is empty sbrk(40000, 5000); // add 40000-44999 to malloc // Set 512x192 Video Mode memset(16384, 0, 6144); // clear both halves of the display file before switching video mode memset(24576, 0, 6144); ts_vmod(PAPER_BLACK | VMOD_HIRES); // select 64-col mode with black background // Initialize SP1.LIB sp1_Initialize(SP1_IFLAG_MAKE_ROTTBL | SP1_IFLAG_OVERWRITE_TILES | SP1_IFLAG_OVERWRITE_DFILE, ' '); sp1_TileEntry(' ', hash); // redefine graphic associated with space character sp1_TileEntry('H', horline); // 'H' will be the horizontal line graphic sp1_TileEntry('V', verline); // 'V' will be the vertical line graphic sp1_TileEntry('C', intline); // 'C' will be the intersection graphic // Create Four Rectangles that Cover the Four Tic-Tac-Toe Lines sr1.row = 7; sr1.col = 0; sr1.width = 64; sr1.height = 1; // top horizontal line sr2.row = 16; sr2.col = 0; sr2.width = 64; sr2.height = 1; // bottom horizontal line sr3.row = 0; sr3.col = 20, sr3.width = 1; sr3.height = 24; // leftmost vertical line sr4.row = 0; sr4.col = 42, sr4.width = 1; sr4.height = 24; // rightmost vertical line // Print a Tic-Tac-Toe Pattern by Visiting the Character Cells Making up the Lines tile = 'H'; sp1_IterateUpdateRect(&sr1, Print); // draw top horizontal line sp1_IterateUpdateRect(&sr2, Print); // draw bottom horizontal line tile = 'V'; sp1_IterateUpdateRect(&sr3, Print); // draw leftmost vertical line sp1_IterateUpdateRect(&sr4, Print); // draw rightmost vertical line sp1_PrintAt( 7, 20, 'C'); // where the lines intersect sp1_PrintAt( 7, 42, 'C'); // print the intersection graphic sp1_PrintAt(16, 20, 'C'); sp1_PrintAt(16, 42, 'C'); sp1_Invalidate(&cr); // invalidate entire screen so that it is all initially drawn sp1_UpdateNow(); // draw screen area managed by sp1 now // Now Remove the Tic-Tac-Toe Lines from the sp1 Engine sp1_IterateUpdateRect(&sr1, sp1_RemoveUpdateStruct); sp1_IterateUpdateRect(&sr2, sp1_RemoveUpdateStruct); sp1_IterateUpdateRect(&sr3, sp1_RemoveUpdateStruct); sp1_IterateUpdateRect(&sr4, sp1_RemoveUpdateStruct); // Create Ten Masked Software-Rotated Sprites for (i=0; i!=10; i++) { s = sprtbl[i].s = sp1_CreateSpr(SP1_DRAW_MASK2LB, SP1_TYPE_2BYTE, 3, 0, i); sp1_AddColSpr(s, SP1_DRAW_MASK2, 0, 48, i); sp1_AddColSpr(s, SP1_DRAW_MASK2RB, 0, 0, i); sp1_MoveSprAbs(s, &cr, gr_window, 10, 14, 0, 4); }; while (1) { // main loop sp1_UpdateNow(); // draw screen now for (i=0; i!=10; i++) { // move all sprites se = &sprtbl[i]; sp1_MoveSprRel(se->s, &cr, 0, 0, 0, se->dy, se->dx); if (se->s->row > 21) // if sprite went off screen, reverse direction se->dy = - se->dy; if (se->s->col > 61) // notice if coord moves less than 0, it becomes se->dx = - se->dx; // 255 which is also caught by these cases } } // end main loop }