/*
** Sprite example
** --------------
** This example shows you how to set up a 16 colour OCS sprite with a
** doubled X axis (32 pixels width).  Those with hardware experience will
** know that it takes 4 sprite banks to do this successfully in OCS, which
** leaves you with another 4 banks to do with what you will.  You can do
** this same demo in AGA with just 2 banks used.
** 
** The sprite is attached to the mouse, so try moving it around a bit.
*/

#include <exec/memory.h>
#include <proto/games.h>
#include <proto/exec.h>

struct GMSBase *GMSBase;
extern struct ExecBase *SysBase;

struct Sprite Sprite0 = {
   SPV1,             /* Version number */
   0,                /* Bank Number 0 */
   0,                /* Ptr to graphic */
   100,100,          /* Beginning X/Y positions */
   0,                /* Current frame */
   16,21,            /* Width, Height */
   16,               /* Amt of colours */
   16,               /* Colour start in palette */
   2,                /* Amt of planes */
   LORES|XLONG,      /* Resolution attributes */
   0,                /* Position in relation to playfields */
   0,0               /* Private */
};

UWORD Palette[] = {
   0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
   0x0000,0x0688,0x0466,0x0344,0x0CC0,0x0980,0x0870,0x0650,
   0x01C2,0x0050,0x0B0B,0x0606,0x0F20,0x0910,0x0BBB,0x0FFF,
   0x00BF,0x0068,0x0568,0x09BF,0x0FF0,0x0EE0,0x0BA0,0x0540
};

struct GameScreen GameScreen = {
   GSV1,             /* GameScreen Version */
   0,0,0,            /* Screen_Mem1,2,3 */
   0,                /* ScreenLink */
   Palette,          /* Address of Palette */
   0,                /* Address of RasterList */
   32,               /* Amount of colours */
   320,256,          /* Screen Width and Height */
   320/8,256,        /* Picture Width/8 and Height */
   1,                /* Amt_Planes */
   0,0,              /* Top Of Screen, X/Y */
   0,0,              /* X/Y pic offsets */
   SPRITES|NOSPRBDR, /* Special attributes */
   LORES|COL12BIT,   /* Screen mode */
   INTERLEAVED,      /* Screen type */
   0                 /* Reserved */
};

struct GameScreen *OurScreen = &GameScreen;
struct Sprite *Sparkie = &Sprite0;

/*=========================================================================*/

void main(void)
{
   UWORD  Timer;
   ULONG  ZBXY=0;

   if (GMSBase = (struct GMSBase *) OpenLibrary("games.library",0)) {
      SetUserPrefs(0);
      Sparkie->Data = SmartLoad("GAMESLIB:data/Sparkie.raw",0,0,MEMF_CHIP);

      if (Add_Screen(OurScreen) == NULL) {
         Init_Sprite(OurScreen,Sparkie);
         Update_Sprite(OurScreen,Sparkie);
         Show_Screen(OurScreen);
         InitJoyPorts();

         while (!(ZBXY&MB_LMB)) {

            if (++Timer&0x1) {
               if (Sparkie->Frame == 5) Sparkie->Frame = 0;
               else Sparkie->Frame++;
            }

            ZBXY = Read_Mouse(JPORT1);
            Sparkie->XPos += (BYTE)(ZBXY>>8);
            Sparkie->YPos += (BYTE)ZBXY;
            Wait_OSVBL();
            Update_Sprite(OurScreen, Sparkie);
         }
      Delete_Screen(OurScreen);
      }
   FreeMemBlock(Sparkie->Data);
   CloseLibrary((struct Library *)GMSBase);
   }
}

