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| 1 | +' ---------------------------------------------------------------- |
| 2 | +' This file is released under the MIT License |
| 3 | +' |
| 4 | +' Copyright (C) 2026 Conrado Badenas <conbamen@gmail.com> |
| 5 | +' |
| 6 | +' Example for |
| 7 | +' Print Masked (AND+OR) Sprites, version 2026.03.06 |
| 8 | +' ---------------------------------------------------------------- |
| 9 | + |
| 10 | +#include <cb/maskedsprites.bas> |
| 11 | + |
| 12 | +#include <random.bas> |
| 13 | + |
| 14 | +CONST NUMMAXSPRITES as UByte = 10 |
| 15 | +CONST NUMSPRITES as UByte = 7 |
| 16 | +if NUMSPRITES>NUMMAXSPRITES then stop |
| 17 | + |
| 18 | +dim i,temp as Integer |
| 19 | +dim pointx1,pointx2,pointy1,pointy2 as Integer 'for subtractions |
| 20 | +dim x0(0 to NUMSPRITES-1) as UByte |
| 21 | +dim y0(0 to NUMSPRITES-1) as UByte |
| 22 | +dim x1(0 to NUMSPRITES-1) as UByte |
| 23 | +dim y1(0 to NUMSPRITES-1) as UByte |
| 24 | + |
| 25 | +for i=0 to NUMSPRITES-1 |
| 26 | + y0(i)=255:y1(i)=255:x1(i)=randomLimit(240) |
| 27 | +next i:x1(0)=120 |
| 28 | + |
| 29 | +SetVisibleScreen(5):if GetVisibleScreen()<>5 then STOP |
| 30 | +paper 1:ink 7:border 0:cls |
| 31 | + |
| 32 | +for i=0 to 127 |
| 33 | + pointx1=randomLimit(255):pointy1=randomLimit(191) |
| 34 | + pointx2=randomLimit(255):pointy2=randomLimit(191) |
| 35 | + plot pointx1,pointy1:draw pointx2-pointx1,pointy2-pointy1 |
| 36 | +next i |
| 37 | + |
| 38 | +CopyScreen5ToScreen7() |
| 39 | +'print at 11,8;"Esto es Screen5" |
| 40 | +SetDrawingScreen7() 'Bank7 is set at $c000 |
| 41 | +'print at 13,8;"Esto es Screen7" |
| 42 | +SetDrawingScreen5() 'Bank7 is still set at $c000 |
| 43 | +'print at 15,8;"Esto es Screen5" |
| 44 | + |
| 45 | +ASM |
| 46 | + xor a ; 4 Ts reseteamos el contador |
| 47 | + ld (23672),a ; 13 Ts de FRAMES a 0 |
| 48 | +END ASM |
| 49 | + |
| 50 | +' Empezamos con VisibleScreen = DrawingScreen = 5 |
| 51 | +bucle: |
| 52 | + |
| 53 | + ' La nueva VisibleScreen está lista para que la ULA la saque por la tele |
| 54 | + ' Pero vamos a esperar al principio de un frame para que no haya tearing |
| 55 | + ' El 2 de luego significa que obtendremos 25 FPS como máximo |
| 56 | + ASM |
| 57 | + ld hl,23672 |
| 58 | +wait: |
| 59 | + ld a,(hl) ; A = contador de FRAMES |
| 60 | + cp 2 ; 25 FPS como máximo |
| 61 | + jr c,wait ; repetimos si A < 2 |
| 62 | + xor a |
| 63 | + ld (hl),a ; reseteamos el contador de FRAMES a 0 |
| 64 | + END ASM |
| 65 | + |
| 66 | + ToggleVisibleScreen() |
| 67 | + ' Ahora se puede modificar la DrawingScreen porque no está Visible |
| 68 | + |
| 69 | + ' Restauramos fondo en x0,y0 si está guardado en MaskedSpritesBackground |
| 70 | + for i=0 to NUMSPRITES-1 |
| 71 | + if y0(i)<>255 then RestoreBackground(x0(i),y0(i),MaskedSpritesBackground(i)) |
| 72 | + next i |
| 73 | + |
| 74 | + ' Actualizamos x0,y0 y calculamos nuevos x1,y1 |
| 75 | + for i=1 to NUMSPRITES-1 |
| 76 | + temp=x1(i): x0(i)=temp |
| 77 | + temp=temp-1 |
| 78 | + if temp<0 then temp=240 |
| 79 | + x1(i)=temp |
| 80 | + temp=y1(i): y0(i)=temp |
| 81 | + if temp=255 then temp=randomLimit(176) |
| 82 | + if randomLimit(3)=0 then temp=temp+randomLimit(2)-1 |
| 83 | + if temp<0 then temp=0 |
| 84 | + if temp>176 then temp=176 |
| 85 | + y1(i)=temp |
| 86 | + next i |
| 87 | + |
| 88 | + 'Código especial para el prota |
| 89 | + temp=x1(0): x0(0)=temp |
| 90 | + temp=temp+1 -2*(in($dffe) bAND 1) +2*((in($dffe)>>1) bAND 1) '-noP+noO |
| 91 | + if temp<0 then temp=240 |
| 92 | + if temp>240 then temp=0 |
| 93 | + x1(0)=temp |
| 94 | + temp=y1(0): y0(0)=temp |
| 95 | + if temp=255 then temp=randomLimit(176) |
| 96 | + temp=temp -(in($fdfe) bAND 1) +(in($fbfe) bAND 1) '-noA+noQ |
| 97 | + if temp<0 then temp=0 |
| 98 | + if temp>176 then temp=176 |
| 99 | + y1(0)=temp |
| 100 | + |
| 101 | + ' Guardamos fondo en MaskedSpritesBackground y dibujamos sprites en x,y |
| 102 | + for i=NUMSPRITES-1 to 1 step -1 |
| 103 | + SaveBackgroundAndDrawSprite(x1(i),y1(i),MaskedSpritesBackground(i),@enemigo0) |
| 104 | + next i |
| 105 | + SaveBackgroundAndDrawSprite(x1(0),y1(0),MaskedSpritesBackground(0),@prota0) |
| 106 | + |
| 107 | + ' Cambiamos el Set de Backgrounds para la siguiente iteración |
| 108 | + ChangeMaskedSpritesBackgroundSet() |
| 109 | + |
| 110 | + ' Hemos terminado de dibujar |
| 111 | + ' DrawingScreen actual está lista para ser mostrada ahora mismo |
| 112 | + ' Cambiamos de DrawingScreen para el siguiente ciclo de dibujo |
| 113 | + ToggleDrawingScreen() |
| 114 | + |
| 115 | + ' Ahora VisibleScreen = DrawingScreen y |
| 116 | + ' lo que se dibuje se verá mientras se dibuja |
| 117 | + |
| 118 | +goto bucle |
| 119 | + |
| 120 | +stop |
| 121 | + |
| 122 | +prota0: |
| 123 | +ASM |
| 124 | + defb %11000000,%00000000,%00001111,%00000000;1 |
| 125 | + defb %10000000,%00011111,%00000000,%11100000;2 |
| 126 | + defb %00000000,%00100000,%00000000,%00111110;3 |
| 127 | + defb %00000000,%01001110,%00000000,%11111000;4 |
| 128 | + defb %00000000,%01011001,%00000001,%00001100;5 |
| 129 | + defb %00000000,%01011010,%00000000,%00010100;6 |
| 130 | + defb %00000000,%00000011,%00000000,%11100010;7 |
| 131 | + defb %00000000,%01111100,%00000000,%00100010;8 |
| 132 | + defb %00000000,%01111100,%00000000,%00100010;8 |
| 133 | + defb %00000000,%00000011,%00000000,%11100010;7 |
| 134 | + defb %00000000,%01011010,%00000000,%00010100;6 |
| 135 | + defb %00000000,%01011001,%00000001,%00001100;5 |
| 136 | + defb %00000000,%01001110,%00000000,%11111000;4 |
| 137 | + defb %00000000,%00100000,%00000000,%00111110;3 |
| 138 | + defb %10000000,%00011111,%00000000,%11100000;2 |
| 139 | + defb %11000000,%00000000,%00001111,%00000000;1 |
| 140 | +END ASM |
| 141 | + |
| 142 | +enemigo0: |
| 143 | +ASM |
| 144 | + defb %00000011,%00000000,%11000000,%00000000;1 |
| 145 | + defb %00000011,%01111000,%11000000,%00011110;2 |
| 146 | + defb %00000011,%01000000,%11000000,%00010000;3 |
| 147 | + defb %00000001,%01010000,%10000000,%00010100;4 |
| 148 | + defb %00000000,%01001000,%00000000,%00100010;5 |
| 149 | + defb %00000000,%00000010,%00000000,%01110000;6 |
| 150 | + defb %11100000,%00000111,%00000111,%11100000;7 |
| 151 | + defb %11110000,%00000010,%00001111,%01000000;8 |
| 152 | + defb %11110000,%00000010,%00001111,%01000000;8 |
| 153 | + defb %11100000,%00000111,%00000111,%11100000;7 |
| 154 | + defb %00000000,%00001110,%00000000,%01000000;6' |
| 155 | + defb %00000000,%01110100,%00000000,%00011110;5' |
| 156 | + defb %00000001,%01000000,%10000000,%00010000;4' |
| 157 | + defb %00000011,%01010000,%11000000,%00010100;3' |
| 158 | + defb %00000011,%01001000,%11000000,%00010010;2' |
| 159 | + defb %00000011,%00000000,%11000000,%00000000;1 |
| 160 | +END ASM |
| 161 | + |
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