Tilengine - The 2D retro graphics engine
Homepage: http://www.tilengine.org/
github: Tilengine
download: FBTilengine.zip
online help:
first steps
reference of the various modules
I created import libs for Win32/64
FBTilengine/lib/win32/libSDL2.dll.a
FBTilengine/lib/win32/libTilengine.dll.a
FBTilengine/lib/win64/libSDL2.dll.a
FBTilengine/lib/win64/libTilengine.dll.a
putted all runtime in the bin folder:
FBTilengine/bin/arm/libTilengine.so
FBTilengine/bin/lin32/libTilengine.so
FBTilengine/bin/lin64/libTilengine.so
FBTilengine/bin/win32/SDL2.dll
FBTilengine/bin/win32/Tilengine.dll
FBTilengine/bin/win64/SDL2.dll
FBTilengine/bin/win64/Tilengine.dll
I translated:
Tilengine.h Tutorial.c ColorCycle.c SuperMarioClone.c Mode7.c
FBTilengine/Tilengine.bi
FBTilengine/Tutorial.bas
FBTilengine/ColorCycle.bas
FBTilengine/SuperMarioClone.bas
FBTilengine/Mode7.bas
I compiled 32/64-bit Tutorial.bas ColorCycle.bas SuperMarioClone.bas Mode7.bas
FBTilengine/bin/win32/Tutorial.exe
FBTilengine/bin/win32/ColorCycle.exe
FBTilengine/bin/win32/SuperMarioClone.exe
FBTilengine/bin/win32/Mode7.exe
FBTilengine/bin/win64/Tutorial.exe
FBTilengine/bin/win64/ColorCycle.exe
FBTilengine/bin/win64/SuperMarioClone.exe
FBTilengine/bin/win64/Mode7.exe
Note: if you move your compiled binary to another folder be sure the assets can be loaded !
You have to set the relative path to the assets folder
For example to run binaries from bin/win32 or bin/win64 folder
I used TLN_SetLoadPath("../assets")
Joshy
file: Tutorial.bas
Code: Select all
#include "Tilengine.bi"
#ifndef NULL
#define NULL cptr(any ptr,0)
#endif
#define SRC_WIDTH 400
#define SRC_HEIGHT 240
dim as TLN_Tilemap tilemap
dim as long frame
' setup engine
TLN_Init(SRC_WIDTH, SRC_HEIGHT, 1,0,0)
' load layer
TLN_SetLoadPath ("../assets/sonic")
tilemap = TLN_LoadTilemap ("Sonic_md_fg1.tmx", NULL)
' setup the layer
TLN_SetLayer(0, NULL, tilemap)
TLN_SetBGColor(32,32,128)
' main loop
TLN_CreateWindow(NULL, 0)
while TLN_ProcessWindow()
' scroll the layer, one pixel per frame */
TLN_SetLayerPosition (0, frame, 0)
' render to the window
TLN_DrawFrame(frame)
frame+=1
wend
' release resources
TLN_DeleteTilemap(tilemap)
TLN_Deinit()
Code: Select all
#include once "Tilengine.bi"
#ifndef NULL
#define NULL cptr(any ptr,0)
#endif
dim as TLN_Bitmap bkg
dim as TLN_SequencePack sp
dim as TLN_Sequence sq
dim as TLN_Palette pal
dim as long frame
' engine init
TLN_Init(640,480,0,0,1)
' load resources
TLN_SetLoadPath("../assets/color")
bkg = TLN_LoadBitmap("beach.png")
pal = TLN_GetBitmapPalette(bkg)
sp = TLN_LoadSequencePack("beach.sqx")
sq = TLN_FindSequence(sp, "beach")
' setup
TLN_SetBGBitmap(bkg)
TLN_SetPaletteAnimation(0, pal, sq, true)
' main loop
TLN_CreateWindow(NULL, 0)
while TLN_ProcessWindow()
TLN_DrawFrame(frame)
frame+=1
wend
TLN_DeleteBitmap(bkg)
TLN_DeleteSequencePack(sp)
TLN_Deinit()