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James Gregory 2013-12-30 18:34:31 +11:00
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### Animation {#Heading6}
Gosh. There’s just no way I can discuss high-level animation
Gosh. There's just no way I can discuss high-level animation
fundamentals in any detail here; I could spend an entire (and entirely
separate) book on animation techniques alone. You might want to have a
look at Chapters 43 through 46 before attacking the code in this
chapter; that will have to do us for the present volume. (I will return
to *3-D* animation in the next chapter.)
Basically, I’m going to perform page flipped animation, in which one
Basically, I'm going to perform page flipped animation, in which one
page (that is, a bitmap large enough to hold a full screen) of display
memory is displayed while another page is drawn to. When the drawing is
finished, the newly modified page is displayed, and the other—now
invisible—page is drawn to. The process repeats ad infinitum. For
further information, some good places to start are *Computer Graphics*,
by Foley and van Dam (Addison-Wesley); *Principles of Interactive
Computer Graphics*, by Newman and Sproull (McGraw Hill); and “Real-Time
Animation” by Rahner James (January 1990, *Dr. Dobb’s Journal*).
Computer Graphics*, by Newman and Sproull (McGraw Hill); and "Real-Time
Animation" by Rahner James (January 1990, *Dr. Dobb's Journal*).
Some of the code in this chapter was adapted for Mode X from the code in
Chapter 44—yet another reason to read that chapter before finishing this
@ -27,7 +27,7 @@ one.
### Mode X Animation in Action {#Heading7}
Listing 49.5 ties together everything I’ve discussed about Mode X so far
Listing 49.5 ties together everything I've discussed about Mode X so far
in a compact but surprisingly powerful animation package. Listing 49.5
first uses solid and patterned fills and system-memory-to-screen-memory
masked copying to draw a static background containing a mountain, a sun,
@ -58,7 +58,7 @@ the resulting image—add the animation in your imagination.
#include <conio.h>
#include <dos.h>
#include <math.h>
#include “maskim.h”
#include "maskim.h"
#define SCREEN_SEG 0xA000
#define SCREEN_WIDTH 320
@ -182,7 +182,7 @@ the resulting image—add the animation in your imagination.
if (CreateAlignedMaskedImage(&KiteImage, DOWNLOAD_START_OFFSET,
KitePixels, KITE_WIDTH, KITE_HEIGHT, KiteMask) == 0) {
regset.x.ax = 0x0003; int86(0x10, &regset, &regset);
printf(“Couldn’t get memory\n”); exit();
printf("Couldn't get memory\n"); exit();
}
/* Draw the background to the background page. */
DrawBackground(BG_START_OFFSET);
@ -220,7 +220,7 @@ the resulting image—add the animation in your imagination.
}
/* Flip to the page into which we just drew. */
ShowPage(PageStartOffsets[DisplayedPage = NonDisplayedPage]);
/* See if it’s time to end. */
/* See if it's time to end. */
if (kbhit()) {
if (getch() == 0x1B) Done = 1; /* Esc to end */
}