;Sprite Example (AGA only)
;-------------------------
;This example contains four 64 pixel wide sprites, in high resolution.
;You can move sprite number 2 around with the mouse, notice how it
;appears behind number 1 and in front of 3 and 4.
;
;This demo also uses the LIST feature to initialise the four sprites.
;
;The LMB exits the demo.

	opt	o+,c+

	INCLUDE	"exec/exec_lib.i"
	INCLUDE	"games/games_lib.i"
	INCLUDE	"games/games.i"

CALL	MACRO
	jsr	_LVO\1(a6)
	ENDM

	SECTION	"Sprites",CODE

;===========================================================================;
;                             INITIALISE DEMO
;===========================================================================;

Start:	MOVEM.L	A0-A6/D1-D7,-(SP)
	move.l	($4).w,a6
	lea	GMS_Name(pc),a1
	moveq	#$00,d0
	CALL	OpenLibrary
	move.l	d0,GMS_Base
	beq.s	.Error_GMS

	move.l	GMS_Base(pc),a6
	sub.l	a0,a0
	CALL	SetUserPrefs

	lea	Screen(pc),a0	;Initialise our screen for use.
	CALL	Add_Screen
	tst.l	d0
	bne.s	.Error_Screen

	CALL	Show_Screen	;Show our screen.

	lea	SpriteList(pc),a1
	CALL	Init_Sprite
	tst.l	d0
	bne.s	.Error_Sprites

	lea	Circle1(pc),a1
	CALL	Update_Sprite
	lea	Circle3(pc),a1
	CALL	Update_Sprite
	lea	Circle4(pc),a1
	CALL	Update_Sprite

	CALL	InitJoyPorts

	bsr.s	Main


.ReturnToDOS
	move.l	GMS_Base(pc),a6
	lea	SpriteList(pc),a1
	CALL	Free_Sprite
.Error_Sprites
	lea	Screen(pc),a0
	CALL	Delete_Screen
.Error_Screen
	move.l	GMS_Base(pc),a1
	move.l	($4).w,a6
	CALL	CloseLibrary
.Error_GMS
	MOVEM.L	(SP)+,A0-A6/D1-D7
	moveq	#$00,d0
	rts

;===========================================================================;
;                                MAIN LOOP
;===========================================================================;

Main:	lea	Circle2(pc),a1
.loop	moveq	#JPORT1,d0	;Read from port 1
	CALL	Read_Mouse	;Go get mouse position.
	move.w	d0,d1
	asr.w	#8,d0
	add.w	d0,SPR_XPos(a1)
	ext.w	d1
	add.w	d1,SPR_YPos(a1)

	CALL	Wait_OSVBL	;Allow screen-switching.
	CALL	Update_Sprite	;Put Sparkie on the screen.

	btst	#MB_LMB,d0
	beq.s	.loop
	rts

;===========================================================================;
;                                  DATA
;===========================================================================;

GMS_Name:
	dc.b	"games.library",0
	even
GMS_Base:
	dc.l	0

SpriteList:
	dc.l	"LIST"
	dc.l	Circle1
	dc.l	Circle2
	dc.l	Circle3
	dc.l	Circle4
	dc.l	LISTEND

Circle1	dc.l	SPV1,0	;Structure version.
	dc.w	0	;Bank Number 0.
	dc.l	Gfx_Circle1	;Ptr to graphic.
	dc.w	20,20	;Beginning X/Y position
	dc.w	0	;Current frame.
	dc.w	64	;Width (16/32/64)
	dc.w	64	;Height
	dc.w	16	;Amt of colours.
	dc.w	16	;Colour start in palette.
	dc.w	2	;Amt of planes.
	dc.w	LORES	;Resolution.
	dc.w	0	;PlayField position.
	dc.w	0	;Special attributes.

Circle2	dc.l	SPV1,0	;Structure version.
	dc.w	2	;Bank Number 2.
	dc.l	Gfx_Circle2	;Ptr to graphic.
	dc.w	70,70	;Beginning X/Y position
	dc.w	0	;Current frame.
	dc.w	64	;Width (16/32/64)
	dc.w	64	;Height
	dc.w	16	;Amt of colours.
	dc.w	16	;Colour start in palette.
	dc.w	2	;Amt of planes.
	dc.w	LORES	;Resolution
	dc.w	0	;PlayField position.
	dc.w	0	;Special attributes.

Circle3	dc.l	SPV1,0	;Structure version.
	dc.w	4	;Bank Number 4.
	dc.l	Gfx_Circle3	;Ptr to graphic.
	dc.w	120,120	;Beginning X/Y position
	dc.w	0	;Current frame.
	dc.w	64	;Width (16/32/64)
	dc.w	64	;Height
	dc.w	16	;Amt of colours.
	dc.w	16	;Colour start in palette.
	dc.w	2	;Amt of planes.
	dc.w	LORES	;Resolution.
	dc.w	0	;PlayField position.
	dc.w	0	;Special attributes.

Circle4	dc.l	SPV1,0	;Structure version.
	dc.w	6	;Bank Number 4.
	dc.l	Gfx_Circle4	;Ptr to graphic.
	dc.w	170,170	;Beginning X/Y position
	dc.w	0	;Current frame.
	dc.w	64	;Width (16/32/64)
	dc.w	64	;Height
	dc.w	16	;Amt of colours.
	dc.w	16	;Colour start in palette.
	dc.w	2	;Amt of planes.
	dc.w	HIRES	;Screen mode.
	dc.w	0	;PlayField position.
	dc.w	0	;Special attributes.

AMT_PLANES =	1

Screen:	dc.l	GSV1,0
	dc.l	0,0,0	;Screen_Mem1/2/3
	dc.l	0	;Screen link.
	dc.l	.Palette	;Address of the screen palette.
	dc.l	0	;Address of a ColourList.
	dc.l	32	;Amt of colours in the palette.
	dc.w	320,256	;Screen Width and Height.
	dc.w	320/8,256	;Picture Width/8 and Height.
	dc.w	AMT_PLANES	;Amt_Planes
	dc.w	0,0	;X/Y screen offset.
	dc.w	0,0	;X/Y picture offset.
	dc.l	SPRITES|NOSPRBDR	;Special attributes.
	dc.w	LORES|COL24BIT	;Screen mode.
	dc.b	INTERLEAVED	;Screen type
	dc.b	0	;Reserved.
	even

.Palette
	dc.l	$000000,$0F0000,$1F0000,$2F0000,$3F0000,$4F0000
	dc.l	$5F0000,$6F0000,$7F0000,$8F0000,$9F0000,$AF0000
	dc.l	$BF0000,$CF0000,$DF0000,$EF0000,$FF0000,$001111
	dc.l	$002222,$003333,$004444,$005555,$006666,$007777
	dc.l	$008888,$009999,$00AAAA,$00BBBB,$00CCCC,$00DDDD
	dc.l	$00EEEE,$00FFFF

;===========================================================================;
;                         ALL CHIP RAM DATA HERE
;===========================================================================;

	SECTION	"Graphics",DATA_C

	CNOP	0,4			;Sprite must be 64bit aligned.
Gfx_Circle1:
	INCBIN	"GAMESLIB:data/CircleSpr1.raw"

	CNOP	0,4			;Sprite must be 64bit aligned.
Gfx_Circle2:
	INCBIN	"GAMESLIB:data/CircleSpr2.raw"

	CNOP	0,4			;Sprite must be 64bit aligned.
Gfx_Circle3:
	INCBIN	"GAMESLIB:data/CircleSpr3.raw"

	CNOP	0,4			;Sprite must be 64bit aligned.
Gfx_Circle4:
	INCBIN	"GAMESLIB:data/CircleSpr3.raw"


