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298 lines
6.8 KiB
C++
298 lines
6.8 KiB
C++
#include <lowlevellib.h>
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#define NEXT llgfx_DrawText(0,230,"A für Next"); \
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floater += delta*40*direction;\
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x = (int)floater;\
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if( x > 160 )\
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direction = -1;\
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if( x < -160 )\
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direction = +1;\
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fps.Draw(0);\
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llgfx_FlipScreen(0);\
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llinput_Update();\
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if( llinput_Keys[LLINPUT_KEY_A] )\
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osmain_endgame = true;}\
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osmain_endgame=false;\
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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#define START while(osmain_endgame==false){\
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float delta = llirq_GetDeltaTime();\
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fps.Action(delta);\
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s_blitfx blitfx;\
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blitfx.fixalpha = 1;\
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llgfx_TILE_BLIT(0,b,-200+x,-100+x,0,BLIT_COPY);
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int os_main(int argc, char **argv, char **envp )
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{
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#ifdef SYS_PLATFORM_WIN32_DX5
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llgfx_SetDisplayMode(640,480,32,0);
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#else
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llgfx_SetDisplayMode(320,240,16,0);
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#endif
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llgfx_id b = llgfx_LoadGfx( "test_bkgnd.png");
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llgfx_id l = llgfx_LoadGfx( "test_spr1.png",LLGFX_COLORKEY);
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llgfx_id c = llgfx_CloneGfx(l);
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CFps fps;
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fps.m_state = true;
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float floater = 0;
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int x = 0;
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int y = 0;
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int direction=1;
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START
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blitfx.fixalpha = 0.7f;
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llgfx_TILE_BLIT(0,l,x,0,0,BLIT_FXBLEND,&blitfx);
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llgfx_Printf("\nBlitmode: BLIT_FXBLEND");
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NEXT
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START
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llgfx_TILE_BLIT(0,l,x,0,0,BLIT_SRC_ALPHA,&blitfx);
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llgfx_Printf("\nBlitmode: BLIT_SRC_ALPHA");
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NEXT
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START
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llgfx_TILE_BLIT(0,l,x,0,0,BLIT_SRC_INVCKEY,&blitfx);
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llgfx_Printf("\nBlitmode: BLIT_SRC_INVKEY");
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NEXT
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START
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llgfx_TILE_BLIT(0,l,x,0,0,BLIT_SRC_INVALPHA,&blitfx);
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llgfx_Printf("\nBlitmode: BLIT_SRC_INVALPHA");
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NEXT
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/* START
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llgfx_BLIT(c,l);
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llgfx_TILE_BLIT(c,b,-200+x,-100+x*2,0,BLIT_DST_ALPHA,&blitfx);
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llgfx_TILE_BLIT(0,c,0,0,0,BLIT_COPY,&blitfx);
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//llgfx_TILE_BLIT(0,l,x,0,0,BLIT_DST_ALPHA,&blitfx);
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llgfx_Printf("\nBlitmode: BLIT_DST_ALPHA");
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NEXT
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*/
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false){
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float delta = llirq_GetDeltaTime();
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fps.Action(delta);
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s_blitfx blitfx;
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blitfx.fixalpha = 0.5;
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//llgfx_TILE_BLIT(0,b,-200+x,-100-x);
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llgfx_TILE_BLIT(0,b,-200,-100,0,BLIT_RASTER);
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blitfx.color = BLUE;
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llgfx_BLIT(0,l,x,0,0,BLIT_FXCOLOR|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x,0,0,BLIT_MASK);
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blitfx.color = BROWN;
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llgfx_BLIT(0,l,x,120,0,BLIT_FXCOLOR,&blitfx);
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llgfx_BLIT(0,l,x+120,0,0,BLIT_FXSUB|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+120,120,0,BLIT_FXDARKEN|BLIT_SRC_ALPHA,&blitfx);
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// llgfx_BLIT(0,l,210,0,0,BLIT_FXMUL|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+210,60,0,BLIT_SRC_ALPHA,&blitfx);
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// llgfx_BLIT(0,l,210,120,0,BLIT_FXDIFF|BLIT_SRC_ALPHA,&blitfx);
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//llgfx_BLIT(0,l,x+60,60,0,BLIT_DST_INVALPHA|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+60,60,0,BLIT_FXADD|BLIT_SRC_ALPHA,&blitfx);
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llgfx_DrawText(0,230,"Bknd: BLIT_RASTER... A=next");
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floater += delta*40*direction;
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x = (int)floater;
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if( x > 160 )
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direction = -1;
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if( x < -160 )
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direction = +1;
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fps.Draw(0);
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llgfx_FlipScreen(0);
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llinput_Update();
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if( llinput_Keys[LLINPUT_KEY_A] )
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osmain_endgame = true;
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false){
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float delta = llirq_GetDeltaTime();
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fps.Action(delta);
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s_blitfx blitfx;
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blitfx.fixalpha = 0.5;
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//llgfx_TILE_BLIT(0,b,-200+x,-100-x);
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llgfx_TILE_BLIT(0,b,-200,-100,0,BLIT_SCANLINES);
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blitfx.color = BLUE;
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llgfx_BLIT(0,l,x,0,0,BLIT_FXCOLOR|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x,0,0,BLIT_MASK);
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blitfx.color = BROWN;
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llgfx_BLIT(0,l,x,120,0,BLIT_FXCOLOR,&blitfx);
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llgfx_BLIT(0,l,x+120,0,0,BLIT_FXSUB|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+120,120,0,BLIT_FXDARKEN|BLIT_SRC_ALPHA,&blitfx);
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// llgfx_BLIT(0,l,210,0,0,BLIT_FXMUL|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+210,60,0,BLIT_SRC_ALPHA,&blitfx);
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// llgfx_BLIT(0,l,210,120,0,BLIT_FXDIFF|BLIT_SRC_ALPHA,&blitfx);
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//llgfx_BLIT(0,l,x+60,60,0,BLIT_DST_INVALPHA|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+60,60,0,BLIT_FXADD|BLIT_SRC_ALPHA,&blitfx);
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llgfx_DrawText(0,230,"Bknd: BLIT_SCANLINES... A=next");
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floater += delta*40*direction;
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x = (int)floater;
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if( x > 160 )
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direction = -1;
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if( x < -160 )
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direction = +1;
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fps.Draw(0);
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llgfx_FlipScreen(0);
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llinput_Update();
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if( llinput_Keys[LLINPUT_KEY_A] )
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osmain_endgame = true;
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false){
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float delta = llirq_GetDeltaTime();
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fps.Action(delta);
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s_blitfx blitfx;
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blitfx.fixalpha = 0.5;
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//llgfx_TILE_BLIT(0,b,-200+x,-100-x);
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llgfx_ClearGfx(0,GRAY);
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llgfx_TILE_BLIT(0,b,-200,-100,0,BLIT_RANDOM);
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blitfx.color = BLUE;
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llgfx_BLIT(0,l,x,0,0,BLIT_FXCOLOR|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x,0,0,BLIT_MASK);
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blitfx.color = BROWN;
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llgfx_BLIT(0,l,x,120,0,BLIT_FXCOLOR,&blitfx);
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llgfx_BLIT(0,l,x+120,0,0,BLIT_FXSUB|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+120,120,0,BLIT_FXDARKEN|BLIT_SRC_ALPHA,&blitfx);
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// llgfx_BLIT(0,l,210,0,0,BLIT_FXMUL|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+210,60,0,BLIT_SRC_ALPHA,&blitfx);
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// llgfx_BLIT(0,l,210,120,0,BLIT_FXDIFF|BLIT_SRC_ALPHA,&blitfx);
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//llgfx_BLIT(0,l,x+60,60,0,BLIT_DST_INVALPHA|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+60,60,0,BLIT_FXADD|BLIT_SRC_ALPHA,&blitfx);
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llgfx_DrawText(0,230,"Bknd: BLIT_RANDOM... A=next");
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floater += delta*40*direction;
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x = (int)floater;
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if( x > 160 )
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direction = -1;
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if( x < -160 )
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direction = +1;
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fps.Draw(0);
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llgfx_FlipScreen(0);
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llinput_Update();
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if( llinput_Keys[LLINPUT_KEY_A] )
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osmain_endgame = true;
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}
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osmain_endgame=false;
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while( llinput_Keys[LLINPUT_KEY_A] ) llinput_Update();
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while(osmain_endgame==false){
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float delta = llirq_GetDeltaTime();
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fps.Action(delta);
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s_blitfx blitfx;
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blitfx.fixalpha = 0.7;
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//llgfx_TILE_BLIT(0,b,-200+x,-100-x);
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llgfx_TILE_BLIT(0,b,-200+x,-100+x,0,BLIT_FXSUB,&blitfx);
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blitfx.fixalpha = 0.5;
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blitfx.color = BLUE;
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llgfx_BLIT(0,l,x,0,0,BLIT_FXCOLOR|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x,0,0,BLIT_MASK);
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blitfx.color = BROWN;
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llgfx_BLIT(0,l,x,120,0,BLIT_FXCOLOR,&blitfx);
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llgfx_BLIT(0,l,x+120,0,0,BLIT_FXSUB|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+120,120,0,BLIT_FXDARKEN|BLIT_SRC_ALPHA,&blitfx);
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// llgfx_BLIT(0,l,210,0,0,BLIT_FXMUL|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+210,60,0,BLIT_SRC_ALPHA,&blitfx);
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// llgfx_BLIT(0,l,210,120,0,BLIT_FXDIFF|BLIT_SRC_ALPHA,&blitfx);
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//llgfx_BLIT(0,l,x+60,60,0,BLIT_DST_INVALPHA|BLIT_SRC_ALPHA,&blitfx);
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llgfx_BLIT(0,l,x+60,60,0,BLIT_FXADD|BLIT_SRC_ALPHA,&blitfx);
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llgfx_DrawText(0,230,"Bknd: BLIT_FXSUB... A=Exit");
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floater += delta*40*direction;
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x = (int)floater;
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if( x > 160 )
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direction = -1;
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if( x < -160 )
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direction = +1;
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fps.Draw(0);
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llgfx_FlipScreen(0);
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llinput_Update();
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if( llinput_Keys[LLINPUT_KEY_A] )
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osmain_endgame = true;
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}
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return 0;
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}
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