Code:
#include <allegro.h>
BITMAP* ground;
BITMAP* water;
BITMAP* tree;
BITMAP* rock;
BITMAP* inventory;
BITMAP* character;
BITMAP* buffer;
//These will hold the player's position
//instead of using pixels, we will use the position within the 2d array
int x = 15;
int y = 11;
int tempX = 15;
int tempY = 11;
int grounds, waters, trees, rocks, inventorys;
//This will be our background, 1 = grass, 3 = water.
int map[24][32] = {{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,3,3,3,3,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};
//This will contain all the objects, 100 = player, 101 = tree, 102 = rock.
int objMap[24][32] = {{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,101,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,102,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,103,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
void moveChar()
{
while( !key[KEY_ESC])
{
if(key [KEY_LEFT]) --x;
if(key [KEY_RIGHT]) ++x;
if(key [KEY_DOWN]) ++y;
if(key [KEY_UP]) --y;
draw_sprite(buffer, character, x, y);
blit(buffer, screen, 0, 0, 0, 0, buffer->w, buffer->h);
}
destroy_bitmap(buffer);
destroy_bitmap(character);
release_screen();
rest(100);
}
void setupGame()
{
buffer = create_bitmap( 640, 480);
ground = load_bitmap( "ground.bmp", NULL);
water = load_bitmap( "water(2).bmp", NULL);
tree = load_bitmap( "sprite-0001.bmp", NULL);
rock = load_bitmap( "sprite-0002.bmp", NULL);
character = load_bitmap( "character.bmp", NULL);
inventory = load_bitmap( "inventory.bmp", NULL);
grounds = 1;
waters = 3;
trees = 101;
rocks = 102;
inventorys = 103;
for (int i = 0; i <= 24; i++){
for( int t = 0; t <= 32; t++){
if( map[i][t] == 1) draw_sprite( buffer, ground, t * 20, i * 20);
else if( map[i][t] == 3) draw_sprite( buffer, water, t * 20, i * 20);
}
}
draw_sprite( screen, buffer, 0, 0);
for (int i = 0; i <= 24; i++){
for( int t = 0; t <= 32; t++){
if( objMap[i][t] == 101) draw_sprite( buffer, tree, t * 20, i * 20);
else if( objMap[i][t] == 102) draw_sprite( buffer, rock, t * 20, i * 20);
else if( objMap[i][t] == 103) draw_sprite( buffer, inventory, t * 20, i * 20);
}
}
draw_sprite( screen, buffer, 0, 0);
}
int main()
{
allegro_init();
install_keyboard();
set_color_depth(32);
set_gfx_mode( GFX_AUTODETECT_WINDOWED, 640, 480, 0, 0);
BITMAP* bmp = create_bitmap(640, 480);
blit(bmp, screen, 0, 0, 0, 0, 0, 0);
setupGame();
moveChar();
destroy_bitmap(bmp);
return 0;
}
END_OF_MAIN();
Don't get scared! All it does is lets the "character.bmp" image move around using arrow keys. Where should I insert the above code? I couldn't find a way to make it fit in.