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- ;-------T-------T------------------------T----------------------------------;
- ;This is a graphical demonstration of the Random() functions. The default
- ;is to use FastRandom, but you can change it to SlowRandom if you look
- ;below.
- ;
- ;Note that there are no screen settings in this demo - all of the user
- ;defaults are used, including the palette colours.
- ;
- ;Press the LMB to exit.
-
- INCDIR "GMSDev:Includes/"
- INCLUDE "dpkernel/dpkernel.i"
-
- Random = _LVOFastRandom ;_LVOFastRandom() or _LVOSlowRandom().
-
- SECTION "Demo",CODE
-
- ;===========================================================================;
- ; INITIALISE DEMO
- ;===========================================================================;
-
- STARTDPK
-
- Start: MOVEM.L A0-A6/D1-D7,-(SP)
- move.l DPKBase(pc),a6
-
- moveq #ID_SCREEN,d0
- CALL Get
- move.l d0,Screen
-
- move.l Screen(pc),a0
- sub.l a1,a1
- CALL Init
- tst.l d0
- beq.s .Exit
-
- moveq #ID_JOYDATA,d0 ;Get joydata structure.
- CALL Get
- move.l d0,JoyData
- beq.s .Exit
- move.l d0,a0 ;Initialise the joydata structure.
- sub.l a1,a1
- CALL Init
- tst.l d0
- beq.s .Exit
-
- move.l Screen(pc),a0
- CALL Show
-
- bsr.s Main
-
- .Exit move.l DPKBase(pc),a6
- move.l JoyData(pc),a0
- CALL Free
- move.l Screen(pc),a0
- CALL Free
- MOVEM.L (SP)+,A0-A6/D1-D7
- moveq #ERR_OK,d0
- rts
-
- ;===========================================================================;
- ; MAIN LOOP
- ;===========================================================================;
-
- Main:
- .loop move.l DPKBase(pc),a6
- move.l JoyData(pc),a0
- CALL Query
- move.l JoyData(pc),a0
- move.l JD_Buttons(a0),d0
- btst #JB_LMB,d0
- bne.s .done
-
- move.l Screen(pc),a0
- move.l GS_Bitmap(a0),a1
- move.l BMP_AmtColours(a1),d1 ;Get random colour.
- subq.l #1,d1
- jsr Random(a6) ;>> = Get random number.
- addq.l #1,d0
- move.l d0,d3 ;d3 = Colour to use.
-
- move.w GS_Width(a0),d1 ;Get random X.
- jsr Random(a6) ;>> = Get random number.
- move.w d0,d4 ;d4 = Store X to use.
-
- move.w GS_Height(a0),d1 ;Get random Y.
- jsr Random(a6) ;>> = Get random number.
- move.w d0,d2 ;d2 = Y to use.
- move.w d4,d1 ;d1 = Get back X.
-
- move.l BLTBase(pc),a6
- move.l Screen(pc),a0
- move.l GS_Bitmap(a0),a0
- CALL bltDrawUCPixel
- bra.s .loop
-
- .done rts
-
- ;===========================================================================;
- ; DATA
- ;===========================================================================;
-
- JoyData: dc.l 0
- Screen: dc.l 0
-
- ;===========================================================================;
-
- ProgName: dc.b "Random Plot",0
- ProgAuthor: dc.b "Paul Manias",0
- ProgDate: dc.b "February 1998",0
- ProgCopyright: dc.b "DreamWorld Productions (c) 1996-1998. Freely distributable.",0
- ProgShort: dc.b "Random pixel plotter.",0
- even
-