⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 spr8x8_16.c

📁 十七种模拟器源代码 非常有用的作课程设计不可缺少的
💻 C
字号:
/******************************************************************************//*                                                                            *//*                          RAINE 8x8 TILE DRAWING                            *//*                                                                            *//******************************************************************************/#include "deftypes.h"#include "raine.h"/*MappedTransparent MappedDirect-MappedTransparent Direct-Mapped*/void init_spr8x8asm_16(void){}// 8x8 mapped spritesvoid Draw8x8_Mapped_16(UINT8 *SPR, int x, int y, UINT8 *cmap){   UINT16 *line;   int xx,yy;   for(yy=0; yy<8; yy++)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=0; xx<8; xx++)      {         *line++ = ((UINT16 *)cmap)[ *SPR++ ];      }   }}void Draw8x8_Mapped_16_FlipX(UINT8 *SPR, int x, int y, UINT8 *cmap){   UINT16 *line;   int xx,yy;   for(yy=7; yy>=0; yy--)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=0; xx<8; xx++)      {         *line++ = ((UINT16 *)cmap)[ *SPR++ ];      }   }}void Draw8x8_Mapped_16_FlipY(UINT8 *SPR, int x, int y, UINT8 *cmap){   UINT16 *line;   int xx,yy;   for(yy=0; yy<8; yy++)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x + 7;      for(xx=0; xx<8; xx++)      {         *line-- = ((UINT16 *)cmap)[ *SPR++ ];      }   }}void Draw8x8_Mapped_16_FlipXY(UINT8 *SPR, int x, int y, UINT8 *cmap){   UINT16 *line;   int xx,yy;   for(yy=7; yy>=0; yy--)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x + 7;      for(xx=0; xx<8; xx++)      {         *line-- = ((UINT16 *)cmap)[ *SPR++ ];      }   }}// 8x8 mapped transparent spritesvoid Draw8x8_Trans_Mapped_16(UINT8 *SPR, int x, int y, UINT8 *cmap){   UINT16 *line;   int xx,yy;   for(yy=0; yy<8; yy++)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=0; xx<8; xx++, SPR++)      {         if(*SPR)            line[xx] = ((UINT16 *)cmap)[ *SPR ];      }   }}void Draw8x8_Trans_Mapped_16_FlipX(UINT8 *SPR, int x, int y, UINT8 *cmap){   UINT16 *line;   int xx,yy;   for(yy=7; yy>=0; yy--)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=0; xx<8; xx++, SPR++)      {         if(*SPR)            line[xx] = ((UINT16 *)cmap)[ *SPR ];      }   }}void Draw8x8_Trans_Mapped_16_FlipY(UINT8 *SPR, int x, int y, UINT8 *cmap){   UINT16 *line;   int xx,yy;   for(yy=0; yy<8; yy++)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=7; xx>=0; xx--, SPR++)      {         if(*SPR)            line[xx] = ((UINT16 *)cmap)[ *SPR ];      }   }}void Draw8x8_Trans_Mapped_16_FlipXY(UINT8 *SPR, int x, int y, UINT8 *cmap){   UINT16 *line;   int xx,yy;   for(yy=7; yy>=0; yy--)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=7; xx>=0; xx--, SPR++)      {         if(*SPR)            line[xx] = ((UINT16 *)cmap)[ *SPR ];      }   }}// 8x8 spritesvoid Draw8x8_16(UINT8 *SPR, int x, int y, UINT8 cmap){   UINT16 *line;   int xx,yy;   for(yy=0; yy<8; yy++)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=0; xx<8; xx++)      {         *line++ = *SPR++ | cmap;      }   }}void Draw8x8_16_FlipX(UINT8 *SPR, int x, int y, UINT8 cmap){   UINT16 *line;   int xx,yy;   for(yy=7; yy>=0; yy--)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=0; xx<8; xx++)      {         *line++ = *SPR++ | cmap;      }   }}void Draw8x8_16_FlipY(UINT8 *SPR, int x, int y, UINT8 cmap){   UINT16 *line;   int xx,yy;   for(yy=0; yy<8; yy++)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x + 7;      for(xx=0; xx<8; xx++)      {         *line-- = *SPR++ | cmap;      }   }}void Draw8x8_16_FlipXY(UINT8 *SPR, int x, int y, UINT8 cmap){   UINT16 *line;   int xx,yy;   for(yy=7; yy>=0; yy--)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x + 7;      for(xx=0; xx<8; xx++)      {         *line-- = *SPR++ | cmap;      }   }}// 8x8 transparent spritesvoid Draw8x8_Trans_16(UINT8 *SPR, int x, int y, UINT8 cmap){   UINT16 *line;   int xx,yy;   for(yy=0; yy<8; yy++)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=0; xx<8; xx++, SPR++)      {         if(*SPR)            line[xx] = *SPR | cmap;      }   }}void Draw8x8_Trans_16_FlipX(UINT8 *SPR, int x, int y, UINT8 cmap){   UINT16 *line;   int xx,yy;   for(yy=7; yy>=0; yy--)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=0; xx<8; xx++, SPR++)      {         if(*SPR)            line[xx] = *SPR | cmap;      }   }}void Draw8x8_Trans_16_FlipY(UINT8 *SPR, int x, int y, UINT8 cmap){   UINT16 *line;   int xx,yy;   for(yy=0; yy<8; yy++)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=7; xx>=0; xx--, SPR++)      {         if(*SPR)            line[xx] = *SPR | cmap;      }   }}void Draw8x8_Trans_16_FlipXY(UINT8 *SPR, int x, int y, UINT8 cmap){   UINT16 *line;   int xx,yy;   for(yy=7; yy>=0; yy--)   {      line = ((UINT16 *)(GameBitmap->line[y+yy]))+ x;      for(xx=7; xx>=0; xx--, SPR++)      {         if(*SPR)            line[xx] = *SPR | cmap;      }   }}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -