home *** CD-ROM | disk | FTP | other *** search
- ;Sprite example
- ;--------------
- ;This example shows you how to set up a 16 colour OCS sprite with a doubled
- ;X axis (32 pixels width). Those with hardware experience will know that it
- ;takes 4 sprite banks to do this successfully in OCS, which leaves you with
- ;another 4 banks to do with what you will.
- ;
- ;Notice that the screen is only 1 bitplane large, even though the sprite is
- ;16 colours. This is because the sprite is independent of the screen
- ;bitmap. You can access colours not in the screen by setting up a large
- ;palette and specifying the amount of colours in SS_AmtColours (in this
- ;case, we set 32 colours to access the sprite colour bank).
- ;
- ;Also, try moving the sprite around a bit with the mouse.
-
- opt o+
-
- INCLUDE "exec/exec_lib.i"
- INCLUDE "games/games_lib.i"
- INCLUDE "games/games.i"
- INCLUDE "games/gamesbase.i"
-
- CALL MACRO
- jsr _LVO\1(a6)
- ENDM
-
- SECTION "Sprites",CODE
-
- ;===========================================================================;
- ; INITIALISE DEMO
- ;===========================================================================;
-
- Start: MOVEM.L A0-A6/D1-D7,-(SP)
- move.l ($4).w,a6
- lea GMS_Name(pc),a1
- moveq #$00,d0
- CALL OpenLibrary
- move.l d0,GMS_Base
- beq.s Error
-
- move.l GMS_Base(pc),a6 ;Run this demo at a user-selected
- CALL SetUserPri ;priority.
-
- lea ScreenStruct(pc),a0 ;Initialise our screen for use.
- CALL Add_Screen
- tst.l d0
- bne.s Error
-
- CALL Show_Screen ;Show our screen.
-
- lea SparkieStruct(pc),a1
- CALL Init_Sprite
- CALL Update_Sprite ;First get him onto the screen.
-
- ;===========================================================================;
- ; MAIN LOOP
- ;===========================================================================;
-
- Loop: addq.w #1,d7 ;Animation/Frame delay, so that
- btst #0,d7 ; our anim does not run too fast!
- beq.s .Mouse
- cmp.w #5,SPR_Frame(a1) ;Do the animation for the sprite.
- beq.s .reset ;(simply by increasing the frame
- addq.w #1,SPR_Frame(a1) ; number).
- bra.s .Mouse
- .reset clr.w SPR_Frame(a1)
-
- .Mouse moveq #JPORT1,d0 ;Read from port 1
- CALL Read_Mouse ;Go get mouse position.
- move.l d0,SPR_XPos(a1) ;Update the X/Y positions in one go.
-
- CALL Wait_OSVBL ;Allow screen-switching.
- CALL Update_Sprite ;Put Sparkie on the screen.
-
- btst #M_LMB,MouseButtons1+1(a6)
- beq.s Loop
-
- ;===========================================================================;
- ; RETURN TO DOS
- ;===========================================================================;
-
- .done CALL Delete_Screen ;Give back screen memory etc.
- Error move.l GMS_Base(pc),a1
- move.l ($4).w,a6
- CALL CloseLibrary
- Quit MOVEM.L (SP)+,A0-A6/D1-D7
- moveq #$00,d0
- rts
-
- ;===========================================================================;
- ; DATA
- ;===========================================================================;
-
- GMS_Name:
- dc.b "games.library",0
- even
- GMS_Base:
- dc.l 0
-
- SparkieStruct:
- dc.w 0 ;Number 0.
- dc.l Gfx_Sparkie ;Ptr to graphic.
- dc.w 100,100 ;Beginning X/Y position
- dc.w 0 ;Current frame.
- dc.w 16 ;Width (16/32/64)
- dc.w 21 ;Height
- dc.w 16 ;Amt of colours.
- dc.w 16 ;Colour start in palette.
- dc.w 4 ;Amt of planes.
- dc.w SPR_OCS|LORES|XLONG ;Attributes.
- dc.l 0,0,0,0 ;Private.
-
- AMT_PLANES = 1
-
- ScreenStruct:
- dc.l "GSV1"
- dc.l 0,0,0 ;Screen_Mem1/2/3
- dc.l 0 ;Screen link.
- dc.l ScreenPalette ;Address of the screen palette.
- dc.l 0 ;Address of a ColourList.
- dc.l 32 ;Amt of colours in the palette.
- dc.w 256,320,320/8 ;Screen Height, Width, Width/8
- dc.w 256,320,320/8 ;Pic Height, Width, Width/8
- dc.w AMT_PLANES ;Amt_Planes
- dc.w 0,0 ;Top Of Screen, X/Y
- dc.w 0 ;Scroll buffer in pixels/8.
- dc.w 0,0 ;X/Y counters (for scrolling).
- dc.l NOBURST|SPRITES|NOSPRBDR ;Special attributes.
- dc.w LORES ;Screen mode.
- dc.b INTERLEAVED ;Screen type
- dc.b 0 ;Screen Is Being Displayed?
- dc.l 0,0 ;Reserved area.
- even
-
- ScreenPalette:
- dc.w $0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000
- dc.w $0000,$0688,$0466,$0344,$0CC0,$0980,$0870,$0650
- dc.w $01C2,$0050,$0B0B,$0606,$0F20,$0910,$0BBB,$0FFF
- dc.w $00BF,$0068,$0568,$09BF,$0FF0,$0EE0,$0BA0,$0540
-
- ;===========================================================================;
- ; ALL CHIP RAM DATA HERE
- ;===========================================================================;
-
- SECTION "Graphics",DATA_C
-
- Gfx_Sparkie:
- INCBIN "GAMESLIB:Store/Sparkie.raw"
-