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Teach Yourself Game Programming in 21 Days
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TYGAMES_R.ISO
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day_11
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graph6.h
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1994-05-30
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2KB
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70 lines
// GRAPH6.H
// D E F I N E S /////////////////////////////////////////////////////////////
#define NUM_WORMS 320
#define VGA_INPUT_STATUS_1 0x3DA // vga status reg 1, bit 3 is the vsync
// when 1 - retrace in progress
// when 0 - no retrace
#define VGA_VSYNC_MASK 0x08 // masks off unwanted bit of status reg
// S T R U C T U R E S //////////////////////////////////////////////////////
typedef struct worm_typ
{
int y; // current y position of worm
int color; // color of worm
int speed; // speed of worm
int counter; // counter
} worm, *worm_ptr;
// E X T E R N A L S /////////////////////////////////////////////////////////
extern unsigned char far *double_buffer;
extern unsigned int buffer_height;
extern unsigned int buffer_size;
// P R O T O T Y P E S ///////////////////////////////////////////////////////
void Show_Double_Buffer(char far *buffer);
int Create_Double_Buffer(int num_lines);
void Fill_Double_Buffer(int color);
void Delete_Double_Buffer(void);
void Plot_Pixel_Fast_DB(int x,int y,unsigned char color);
void Scale_Sprite(sprite_ptr sprite,float scale);
void Fade_Lights(void);
void Disolve(void);
void Melt(void);
void Sheer(void);
void Wait_For_Vsync(void);
void Behind_Sprite_DB(sprite_ptr sprite);
void Erase_Sprite_DB(sprite_ptr sprite);
void Draw_Sprite_DB(sprite_ptr sprite);
// slipped these in to see if you are paying attention!
void Blit_Char_DB(int xc,int yc,char c,int color,int trans_flag);
void Blit_String_DB(int x,int y,int color, char *string,int trans_flag);