home *** CD-ROM | disk | FTP | other *** search
- ;-------T-------T------------------------T----------------------------------;
- ;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 GS_AmtColours (in this
- ;case, we set 32 colours to access the sprite colour bank).
- ;
- ;Try moving the sprite around a bit with the mouse. The LMB exits the demo.
-
- INCDIR "INCLUDES:"
- INCLUDE "exec/exec_lib.i"
- INCLUDE "games/games_lib.i"
- INCLUDE "games/games.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_GMS
-
- move.l GMS_Base(pc),a6
- sub.l a0,a0
- CALL SetUserPrefs
-
- lea Screen(pc),a0
- CALL AddScreen
- tst.l d0
- bne.s .Error_Screen
-
- lea Sparkie(pc),a1
- CALL InitSprite
- tst.l d0
- bne.s .Error_Sparkie
-
- CALL ShowScreen
-
- bsr.s Main
-
- .ReturnToDOS
- move.l GMS_Base(pc),a6
- lea Sparkie(pc),a1
- CALL FreeSprite
- .Error_Sparkie
- lea Screen(pc),a0
- CALL DeleteScreen
- .Error_Screen
- move.l GMS_Base(pc),a1
- move.l ($4).w,a6
- CALL CloseLibrary
- .Error_GMS
- MOVEM.L (SP)+,A0-A6/D1-D7
- moveq #$00,d0
- rts
-
- ;===========================================================================;
- ; MAIN LOOP
- ;===========================================================================;
-
- Main: move.l GMS_Base(pc),a6
- CALL InitJoyPorts ;Initialise ports.
- .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 ReadMouse ;Go get mouse position.
- move.w d0,d1
- asr.w #8,d0
- add.w d0,SPR_XPos(a1)
- ext.w d1
- add.w d1,SPR_YPos(a1)
- CALL WaitSVBL ;Wait for a VBL.
- CALL UpdateSprite ;Put Sparkie on the screen.
- btst #MB_LMB,d0
- beq.s .loop
- rts
-
- ;===========================================================================;
- ; DATA
- ;===========================================================================;
-
- GMS_Name:
- dc.b "games.library",0
- even
- GMS_Base:
- dc.l 0
-
- Sparkie dc.l SPV1,0 ;Structure version.
- dc.w 0 ;Number 0.
- dc.l Gfx_Sparkie ;Pointer to graphic.
- dc.w 100,100 ;Beginning X/Y position
- dc.w 0 ;Current frame.
- dc.w 16,21 ;Width, Height.
- dc.w 16 ;Amount of colours.
- dc.w 16 ;Colour start in palette.
- dc.w 2 ;Amount of planes.
- dc.w LORES ;Resolution.
- dc.w 0 ;PlayField position.
- dc.w XLONG ;Special attributes.
-
- AMT_PLANES = 1
-
- Screen: dc.l GSV1,0
- dc.l 0,0,0 ;Screen Memory 1/2/3.
- dc.l 0 ;Screen link.
- dc.l .Palette ;Address of the screen palette.
- dc.l 0 ;Address of a ColourList.
- dc.l 32 ;Amount of colours in the palette.
- dc.w 320,256 ;Screen Width and Height.
- dc.w 0,0,0 ;Picture Widths and Height.
- dc.w AMT_PLANES ;Amount of planes.
- dc.w 0,0 ;X/Y Screen offset.
- dc.w 0,0 ;X/Y Picture offset.
- dc.l SPRITES|NOSCRBDR ;Special attributes.
- dc.w LORES|COL12BIT ;Screen mode.
- dc.w ILBM ;Screen type
-
- .Palette
- dc.w $000,$000,$000,$000,$000,$000,$000,$000
- dc.w $000,$688,$466,$344,$CC0,$980,$870,$650
- dc.w $1C2,$050,$B0B,$606,$F20,$910,$BBB,$FFF
- dc.w $0BF,$068,$568,$9BF,$FF0,$EE0,$BA0,$540
-
- ;===========================================================================;
- ; ALL CHIP RAM DATA HERE
- ;===========================================================================;
-
- SECTION "Graphics",DATA_C
-
- Gfx_Sparkie:
- INCBIN "GAMESLIB:data/Sparkie.raw"
-