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Unable to display text...
#6
Here is the source code as requested....


Code:
WBStartup

; flags for InitCopList
#smoothscroll   = $10
#dualplayfield  = $20
#halfbrite      = $40
#ham            = $80

#lores          = $000
#hires          = $100
#super          = $200

#loressprites   = $400
#hiressprites   = $800
#supersprites   = $c00

#fmode0         = $0000
#fmode1         = $1000
#fmode2         = $2000
#fmode3         = $3000

#agapal         = $10000

#agalowres      = #agapal|8


; Objects
#PALETTE_DISPLAY    = 0

#BITMAP_DISPLAY     = 0
#BITMAP_DISPLAY2_   = 1
#BITMAP_SPRITESHEET = 2

#SHAPE_DUMMY        = 0

#BUFFER_BASE        = 0
#BUFFER_BASE2_      = 1

#COPPERLIST_DISPLAY = 0

; Playfield specs
#PLAYFIELD_WIDTH  = 320
#PLAYFIELD_HEIGHT = 200
#PLAYFIELD_DEPTH  = 8

; Allocate Bitmaps
BitMap #BITMAP_DISPLAY     , #PLAYFIELD_WIDTH, #PLAYFIELD_HEIGHT, #PLAYFIELD_DEPTH
BitMap #BITMAP_DISPLAY2_   , #PLAYFIELD_WIDTH, #PLAYFIELD_HEIGHT, #PLAYFIELD_DEPTH
BitMap #BITMAP_SPRITESHEET , 672,  32, 6
BitMapOutPut #BITMAP_SPRITESHEET

Buffer #BUFFER_BASE , 2*16384
Buffer #BUFFER_BASE2_,2*16384

; Load sprite sheet
LoadBitMap #BITMAP_SPRITESHEET, "robotstrip.iff",#PALETTE_DISPLAY
AutoCookie On
tile.w = 11
GetaShape #SHAPE_DUMMY,32*tile,0,32,32

; goto blitzmode
BLITZ

InitCopList #COPPERLIST_DISPLAY,44,#PLAYFIELD_HEIGHT,#agalowres,0,2^#PLAYFIELD_DEPTH,0
DisplayPalette #COPPERLIST_DISPLAY,#PALETTE_DISPLAY
CreateDisplay #COPPERLIST_DISPLAY
BlitMode CookieMode

db.w = 0 ; current buffer, 0 or 1
x.w  = 0 ; x pos
y.w  = 0 ; y pos

Repeat
  VWait
  Colour 3,1
  Locate 25,25:Print "ROBOTIC DEMO"
  Locate 25,30:Print "Programmed by: Me.
  .....
  DisplayBitMap #COPPERLIST_DISPLAY,#BITMAP_DISPLAY+db
  db=1-db
  Use BitMap #BITMAP_DISPLAY+db
  UnBuffer #BUFFER_BASE+db
  ......
Until Joyb(0)

End
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