;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+,d-

	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

	move.l	GMS_Base(pc),a6          ;Run this demo at a user-selected
	CALL	SetUserPri               ;priority.

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

	CALL	Show_Screen              ;Show our screen.

	lea	SpriteList(pc),a1
	CALL	Init_Sprite

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

	moveq	#JPORT1,d0               ;Read from port 1
	CALL	Read_Mouse               ;Initialise the port.

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

	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

;===========================================================================;
;                              RETURN TO DOS
;===========================================================================;

ReturnToDOS:
	move.l	GMS_Base(pc),a6
	lea	ScreenStruct(pc),a0
	CALL	Delete_Screen            ;Give back screen memory etc.
Error:	move.l	GMS_Base(pc),a1
	move.l	($4).w,a6
	CALL	CloseLibrary
Quit:	MOVEM.L	(SP)+,A0-A6/D1-D7
	moveq	#$00,d0
	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             ;Attributes.
	dc.w	0                 ;PlayField position.
	dc.l	0,0               ;Private.

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             ;Attributes.
	dc.w	0                 ;PlayField position.
	dc.l	0,0               ;Private.

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             ;Attributes.
	dc.w	0                 ;PlayField position.
	dc.l	0,0               ;Private.

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             ;Attributes.
	dc.w	0                 ;PlayField position.
	dc.l	0,0               ;Private.

AMT_PLANES =	1

ScreenStruct:
	dc.l	"GSV1",0
	dc.l	0,0,0             ;Screen_Mem1/2/3
	dc.l	0                 ;Screen link.
	dc.l	ScreenPalette     ;Address of the screen palette.
	dc.l	0                 ;Address of a ColourList.
	dc.l	32                ;Amt of colours in the palette.
	dc.w	320,256,320,256   ;Screen & Pic Height/Width
	dc.w	AMT_PLANES        ;Amt_Planes
	dc.w	0,0               ;X/Y Top Of Screen
	dc.w	0,0               ;X/Y Pic Offsets (for scrolling).
	dc.l	SPRITES|NOSPRBDR  ;Special attributes.
	dc.w	LORES|COL24BIT    ;Screen mode.
	dc.b	INTERLEAVED       ;Screen type
	dc.b	0                 ;Reserved.
	even

ScreenPalette:
	dc.l	$00000000,$000F0000,$001F0000,$002F0000
	dc.l	$003F0000,$004F0000,$005F0000,$006F0000
	dc.l	$007F0000,$008F0000,$009F0000,$00AF0000
	dc.l	$00BF0000,$00CF0000,$00DF0000,$00EF0000
	dc.l	$00FF0000,$00001111,$00002222,$00003333
	dc.l	$00004444,$00005555,$00006666,$00007777
	dc.l	$00008888,$00009999,$0000AAAA,$0000BBBB
	dc.l	$0000CCCC,$0000DDDD,$0000EEEE,$0000FFFF

;===========================================================================;
;                         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"


