UINT32 lbeach_state::screen_update_lbeach(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { // draw bg layer (road) m_bg_tilemap->set_scrolly(0, *m_scroll_y); m_bg_tilemap->draw(screen, bitmap, cliprect, 0, 0); // check collision int sprite_code = *m_sprite_code & 0xf; int sprite_x = *m_sprite_x * 2 - 4; int sprite_y = 160; m_colmap_car.fill(0, cliprect); m_gfxdecode->gfx(2)->transpen(m_palette,m_colmap_car,cliprect, sprite_code, 0, 0, 0, sprite_x, sprite_y, 0); bitmap_ind16 &fg_bitmap = m_fg_tilemap->pixmap(); m_collision_bg_car = 0; m_collision_fg_car = 0; for (int y = sprite_y; y < (sprite_y + 16); y++) { for (int x = sprite_x; x < (sprite_x + 16) && cliprect.contains(x, y); x++) { m_collision_bg_car |= (bitmap.pix16(y, x) & m_colmap_car.pix16(y, x) & 1); m_collision_fg_car |= (fg_bitmap.pix16(y, x) & m_colmap_car.pix16(y, x) & 1); } } // draw fg layer (tiles) m_fg_tilemap->draw(screen, bitmap, cliprect, 0, 0); // draw player car m_gfxdecode->gfx(2)->transpen(m_palette,bitmap,cliprect, sprite_code, 0, 0, 0, sprite_x, sprite_y, 0); return 0; }