Program flow can sometimes be one of the toughest challenges when programming. In Axe it can still be a problem, especially with the buffers.
This is a short guide on how to setup your program so that it is easy to handle and relativly quick.
*Note - this is for AXE programs only, but you can take some of what you learn and apply it to xLib/Celtic III programs.
The basic structure I find is sometimes the hardest to come up with, but a good one for platformer games is as follows:
I will go more in depth later on each section.
Sprites and variables are a no brainer. Everybody will have to initialize them at some time, so why not do it right at the start? The easiest way to do it is to store all the character sprites to one location, and all the enemy sprites to another, and then all the other sprites to yet, another.
This is the usual setup for sprites, and it works quite well. Pic1 will store all the standard sprite data for the character and can be called by:
Where A is the sprite you want to call starting at 0.
You can also just change the sprite calling to exact numbers, so:
You will then want to initialize the other variables. So there are "real" variables and then pointers. "Real" variables will be easy you just store the value to it.
Storing to pointers is kind of hard compared to that. You can store it in a few different ways. You can just do the standard:
Then there is the harder to use:
This is a lot harder to use due to how it is stored.
This can be kind of hard, you can either draw it manually or you can just use a map type engine to draw using sprites.
Map data format:
The data uses run length encoding for compression. Lets say we had a simple map:
Pretty simple, each number representing a different tile. With normal storage this would take a single byte per tile. Or we could represent the data in a different way:
Seems much smaller, but what does it mean? lets insert some imaginary commas and dashes to make it easier:
Now you may or may not be able to see how the data is represented. The first segment is 1-5, or 5 '1's in a row, followed by 0-5, or five '0's in a row, and so on. This is how the data in run length encoding is represented. And to further the compression (or confusion), each #-# segment is packed into a single byte. Instead of two hex digits to represent a number from 0-255, we will have 2 hex digits, each from 0-15, representing the two numbers of each #-# element.
The first Hex digit 0 to 15 is the tile number. The second hex digit is the number of tiles to add to the tilemap. The digit goes from 0-15, but 0 doesnt make much sense, since that would mean this element doesnt do anything , so we will add one to this after we decompress it so that it has a range of 1 to 16.
There is a small disadvantage that if you have empty spaces of 17 or more in a row, it will take more than 1 byte to represent in the code.
Decompressing the Map:
After this code is run, the tile data will be decompressed into L1, as follows:
It will be in a straigt line, but you will have to access it using your own routine. Something like this
where W is the width in tiles of your map. X and Y would be the tile coordinates starting at the top left at 0,0.
Displaying the map:
Here is a rudimentary program that should be run right after the previous decompressing program:
Also attached is a PEDIT program to create and compress maps into a Hex String into Str1, as well as an Axe program to decompress and display them. Just put the string data into GDB1.
This is the core of the program, thetag if you will. All your checks to see if the game has ended go here in this format:
The easiest way is to make a variable your game end flag, I usually use F, and do all your checks in the loop.
All animation code should be put before the screen is updated as well as all the sprite code. The most basic one would be to just display the enemy and the character.
Next You want to update the screen and then prepare if for collision detection.
If you store the map to the back-buffer then you will want to recall it so that you can use pixel-based collision detection.
The easiest way to do collision check in a pixel-based way is to check one pixel off of the side:
Z will return the amount of pixels on on the left of the character, V returns on the right, S above, and T below. the way to return where the pixels are would be:
This will return 1 if the first pixel tested is on, 2 if the second, 3 if the third, etc. This can be good for detecting slopes.
Now there are many different way's to do gravity, but the easiest way is to apply a constant force in one direction.
Your character will fall until you a collision is detected, creating the effect of gravity. Jumping is harder, you have to have a jump variable which changes as your jump progresses.
If the ground beneath you is solid, and J is 0 and you are pressing the up key then 10 will be stored to J. If J !=0 then it will decrement. If J !=0 then your character will move up two pixels. two pixels compensates for the gravity so in reality you move down one pixel and up two, which balaces out to 1 pixel up.
The last part of your code will include and End statement to end the loop and then whatever closing code you want. then you will place all your routines due to the fact that it is the logical place to place them
In this tutorial I have taught you how to set up your program flow easily for platformer games in AXE. So remember anything involving animation or sprites should go before the dispGraph command and everything involving movement should be after it.