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Fish 'n' More 2
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fishmore-publicdomainlibraryvol.ii1991xetec.iso
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fish
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code_examples
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cmanual_456
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sprites
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example1.c
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C/C++ Source or Header
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1990-01-30
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9KB
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286 lines
/* Example1 */
/* This program shows how to declare and initialize some sprite data */
/* and a SimpleSprite structure. It also shows how to reserve a sprite */
/* (sprite 2), and how to move it around. The user moves the sprite by */
/* pressing the arrow keys. */
#include <intuition/intuition.h>
/* Include this file since you are using sprites: */
#include <graphics/sprite.h>
/* Declare the functions we are going to use: */
void main();
void free_memory();
struct IntuitionBase *IntuitionBase = NULL;
/* We need to open the Graphics library since we are using sprites: */
struct GfxBase *GfxBase = NULL;
/* Declare a pointer to a Window structure: */
struct Window *my_window = NULL;
/* Declare and initialize your NewWindow structure: */
struct NewWindow my_new_window=
{
40, /* LeftEdge x position of the window. */
20, /* TopEdge y positio of the window. */
200, /* Width 200 pixels wide. */
100, /* Height 100 lines high. */
0, /* DetailPen Text should be drawn with colour reg. 0 */
1, /* BlockPen Blocks should be drawn with colour reg. 1 */
CLOSEWINDOW| /* IDCMPFlags The window will give us a message if the */
RAWKEY, /* user has selected the Close window gad, */
/* or if the user has pressed a key. */
SMART_REFRESH| /* Flags Intuition should refresh the window. */
WINDOWCLOSE| /* Close Gadget. */
WINDOWDRAG| /* Drag gadget. */
WINDOWDEPTH| /* Depth arrange Gadgets. */
WINDOWSIZING| /* Sizing Gadget. */
ACTIVATE, /* The window should be Active when opened. */
NULL, /* FirstGadget No Custom gadgets. */
NULL, /* CheckMark Use Intuition's default CheckMark. */
"SPRITES", /* Title Title of the window. */
NULL, /* Screen Connected to the Workbench Screen. */
NULL, /* BitMap No Custom BitMap. */
80, /* MinWidth We will not allow the window to become */
30, /* MinHeight smaller than 80 x 30, and not bigger */
300, /* MaxWidth than 300 x 200. */
200, /* MaxHeight */
WBENCHSCREEN /* Type Connected to the Workbench Screen. */
};
/*********************************************************************/
/* Extra information: */
/* When we declare the window pointer, the intuition library pointer */
/* etc, we initialize them to point to NULL: */
/* struct Window *my_window = NULL; */
/* Since we then know that all of the pointers will point to NULL */
/* when we start, we can check if they still point to NULL when we */
/* quit. If they do not point to NULL anymore, we close that window, */
/* library etc. */
/*********************************************************************/
/********************************************************/
/* 1. Declare and initialize some sprite graphics data: */
/********************************************************/
UWORD chip my_sprite_data[36]=
{
0x0000, 0x0000,
0x0180, 0x0000,
0x03C0, 0x0000,
0x07E0, 0x0000,
0x0FF0, 0x0000,
0x1FF8, 0x0000,
0x3FFC, 0x0000,
0x7FFE, 0x0000,
0x0000, 0xFFFF,
0x0000, 0xFFFF,
0x7FFE, 0x7FFE,
0x3FFC, 0x3FFC,
0x1FF8, 0x1FF8,
0x0FF0, 0x0FF0,
0x07E0, 0x07E0,
0x03C0, 0x03C0,
0x0180, 0x0180,
0x0000, 0x0000
};
/*******************************************************/
/* 2. Declare and initialize a SimpleSprite structure: */
/*******************************************************/
struct SimpleSprite my_sprite=
{
my_sprite_data, /* posctldata, pointer to the sprite data. */
16, /* height, 16 lines tall. */
40, 60, /* x, y, position on the screen. */
-1, /* num, this field is automatically initialized when */
/* you call the GetSprite() function, so we set it to */
/* -1 for the moment. */
};
void main()
{
/* Sprite position: */
WORD x = my_sprite.x;
WORD y = my_sprite.y;
/* Direction of the sprite: */
WORD x_direction = 0;
WORD y_direction = 0;
/* Boolean variable used for the while loop: */
BOOL close_me = FALSE;
ULONG class; /* IDCMP */
USHORT code; /* Code */
/* Declare a pointer to an IntuiMessage structure: */
struct IntuiMessage *my_message;
/* Open the Intuition Library: */
IntuitionBase = (struct IntuitionBase *)
OpenLibrary( "intuition.library", 0 );
if( IntuitionBase == NULL )
free_memory(); /* Could NOT open the Intuition Library! */
/* Since we are using sprites we need to open the Graphics Library: */
/* Open the Graphics Library: */
GfxBase = (struct GfxBase *)
OpenLibrary( "graphics.library", 0);
if( GfxBase == NULL )
free_memory(); /* Could NOT open the Graphics Library! */
/* We will now try to open the window: */
my_window = (struct Window *) OpenWindow( &my_new_window );
/* Have we opened the window succesfully? */
if(my_window == NULL)
free_memory(); /* Could NOT open the Window! */
/* Change the colour register 21 - 23: */
SetRGB4( &my_window->WScreen->ViewPort, 21, 0xF, 0x0, 0x0 ); /* Red */
SetRGB4( &my_window->WScreen->ViewPort, 22, 0xF, 0xF, 0x0 ); /* Yellow */
SetRGB4( &my_window->WScreen->ViewPort, 23, 0x0, 0xF, 0x0 ); /* Green */
/*******************************/
/* 3. Try to reserve sprite 2: */
/*******************************/
if( GetSprite( &my_sprite, 2 ) != 2 )
free_memory(); /* Could not reserve sprite number 2. */
/* Stay in the while loop until the user has selected the Close window */
/* gadget: */
while( close_me == FALSE )
{
/* Stay in the while loop as long as we can collect messages */
/* sucessfully: */
while(my_message = (struct IntuiMessage *) GetMsg(my_window->UserPort))
{
/* After we have collected the message we can read it, and save any */
/* important values which we maybe want to check later: */
class = my_message->Class;
code = my_message->Code;
/* After we have read it we reply as fast as possible: */
/* REMEMBER! Do never try to read a message after you have replied! */
/* Some other process has maybe changed it. */
ReplyMsg( my_message );
/* Check which IDCMP flag was sent: */
switch( class )
{
case CLOSEWINDOW: /* Quit! */
close_me=TRUE;
break;
case RAWKEY: /* A key was pressed! */
/* Check which key was pressed: */
switch( code )
{
/* Up Arrow: */
case 0x4C: y_direction = -1; break; /* Pressed */
case 0x4C+0x80: y_direction = 0; break; /* Released */
/* Down Arrow: */
case 0x4D: y_direction = 1; break; /* Pressed */
case 0x4D+0x80: y_direction = 0; break; /* Released */
/* Right Arrow: */
case 0x4E: x_direction = 1; break; /* Pressed */
case 0x4E+0x80: x_direction = 0; break; /* Released */
/* Left Arrow: */
case 0x4F: x_direction = -1; break; /* Pressed */
case 0x4F+0x80: x_direction = 0; break; /* Released */
}
break;
}
}
/* Change the x/y position: */
x += x_direction;
y += y_direction;
/* Check that the sprite does not move outside the screen: */
if(x > 320)
x = 320;
if(x < 0)
x = 0;
if(y > 200)
y = 200;
if(y < 0)
y = 0;
/* Move the sprite: */
MoveSprite( 0, &my_sprite, x, y );
/* Wait for the videobeam to reach the top of the display: (This */
/* will slow down the animation so the user can see the sprite) */
WaitTOF();
}
/* Free all allocated memory: (Close the window, libraries etc) */
free_memory();
/* THE END */
}
/* This function frees all allocated memory. */
void free_memory()
{
if( my_sprite.num != -1 )
FreeSprite( my_sprite.num );
if( my_window )
CloseWindow( my_window );
if( GfxBase )
CloseLibrary( GfxBase );
if( IntuitionBase )
CloseLibrary( IntuitionBase );
exit();
}