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Post by Deleted on Jun 1, 2015 13:34:12 GMT -5
Even if I realize a complex Bex game, I absolute don't understand your code Titan and your technics. Nevermind. What parts do you need help understanding? TheLoon - it all depends on what your project requirements are. Collision isn't as clear cut as each game will have different requirements (sprite collision, background collision, collision precision, etc).
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Post by wraith on Jun 1, 2015 22:55:16 GMT -5
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Post by Sg on Jun 8, 2015 18:24:00 GMT -5
i try your bullet example Titan with the a sprite and the result is ...
dim bullet(31) as integer bulletptr& = varptr&(bullet) for i=0 to 15 s = addsprite(1,1) propsprite s,7,3 next
loadtiles tiles,32,256 palettes palette,0,0,16 tank = addsprite(4,4) propsprite tank,256,0 tank_x = 280 tank_y = 232 on vblank gosub main enable interrupt vblank end main: j = joypad(0) x = j.3-j.2 y = j.1-j.0 if x then tank_x+= x tank_x+= x palettes palette,0,0,16 propsprite tank,256+hfliptile(j.2),0 elseif y then tank_y+= y tank_y+= y palettes p,0,0,16 propsprite tank,272+vfliptile(j.1),0 endif if J.4 then tank_x+= x tank_x+= x tank_y+= y tank_y+= y endif if j.6 AND l.6 = 0 then dataptr& = bullet_index<<2+bulletptr& writeint tank_x writeint tank_Y bullet_index = bullet_index+1 AND 15 endif dataptr& = bulletptr& for i=0 to 15 readint x readint y if y > 120 then dataptr&-= 2 y-= 2 writeint y movesprite i,x,y endif next movesprite tank,tank_x,tank_y return
palette:
DATAINT $0000,$0002,$0000,$00AC,$0048,$00CE,$0400,$0600 DATAINT $0206,$060E,$040A,$060A,$0204,$0A0E,$086C,$0C8E p: DATAINT $0000,$040A,$0204,$0000,$0C8E,$0A0E,$0024,$0400 DATAINT $00AC,$0600,$0002,$0048,$086C,$060A,$060E,$00CE
tiles: DATALONG $22222222 ' Tile #0 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $22201010 DATALONG $22034345 DATALONG $22034345 DATALONG $22034345 DATALONG $22676767 ' Tile #1 DATALONG $22266899 DATALONG $2222CC99 DATALONG $2222CC99 DATALONG $2222CC98 DATALONG $22228CAC DATALONG $22228CBC DATALONG $22228CAC DATALONG $22228CBC ' Tile #2 DATALONG $22228CBC DATALONG $22228CAC DATALONG $2222CC98 DATALONG $2222CC99 DATALONG $2222CC99 DATALONG $22266899 DATALONG $22676767 DATALONG $22035553 ' Tile #3 DATALONG $22035553 DATALONG $22035553 DATALONG $22201010 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 ' Tile #4 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $10101010 DATALONG $55434343 DATALONG $55434343 DATALONG $55434343 DATALONG $67676767 ' Tile #5 DATALONG $ABA8888C DATALONG $ACC8AA99 DATALONG $CCA9DDDD DATALONG $C89DDDDD DATALONG $CBDDDDDD DATALONG $CADDDDDD DATALONG $CBDDD9AA DATALONG $CADDAC9D ' Tile #6 DATALONG $CBDD88EF DATALONG $CADD889D DATALONG $C89D9C8C DATALONG $CCABD999 DATALONG $8CC8AB99 DATALONG $BAA88C88 DATALONG $67676767 DATALONG $43434343 ' Tile #7 DATALONG $43434343 DATALONG $43434343 DATALONG $10101010 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 ' Tile #8 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $10101010 DATALONG $43434343 DATALONG $43434343 DATALONG $43434343 DATALONG $67676767 ' Tile #9 DATALONG $8B999999 DATALONG $9889DEFF DATALONG $FFB8DDDE DATALONG $DEF899DD DATALONG $DDEA88A9 DATALONG $DD9C9FC8 DATALONG $DD98DDAD DATALONG $8D98DDAD ' Tile #10 DATALONG $8D9899C8 DATALONG $CD9A88B9 DATALONG $AD9899DD DATALONG $D9A8DDDD DATALONG $9889DDDD DATALONG $8A999999 DATALONG $67676767 DATALONG $43434343 ' Tile #11 DATALONG $43434343 DATALONG $43434343 DATALONG $10101010 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 ' Tile #12 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $10102222 DATALONG $43430222 DATALONG $43430222 DATALONG $43430222 DATALONG $67676222 ' Tile #13 DATALONG $B6662222 DATALONG $A8C22222 DATALONG $A8C22222 DATALONG $A8C22222 DATALONG $A8C2CC22 DATALONG $888CAA82 DATALONG $FEFFCFA2 DATALONG $DDDDCDA2 ' Tile #14 DATALONG $888CAAC2 DATALONG $A8C2CC22 DATALONG $A8C22222 DATALONG $A8C22222 DATALONG $A8C22222 DATALONG $B6662222 DATALONG $67676222 DATALONG $43430222 ' Tile #15 DATALONG $43430222 DATALONG $43430222 DATALONG $10102222 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $22222222 DATALONG $33333333 ' Tile #0 DATALONG $33333333 DATALONG $33333333 DATALONG $33333666 DATALONG $33336888 DATALONG $3333ABBB DATALONG $33336888 DATALONG $3333ABBB DATALONG $33336888 ' Tile #1 DATALONG $3333ABBB DATALONG $33336888 DATALONG $3333ABBB DATALONG $33336888 DATALONG $3333ABBB DATALONG $33336888 DATALONG $3333ABBB DATALONG $33336888 ' Tile #2 DATALONG $3333ABBB DATALONG $33336888 DATALONG $3333ABBB DATALONG $33336888 DATALONG $3333ABBB DATALONG $33336FFF DATALONG $3333AFFF DATALONG $33336FFF ' Tile #3 DATALONG $3333ABBB DATALONG $33336888 DATALONG $3333ABBB DATALONG $33336888 DATALONG $33333666 DATALONG $33333333 DATALONG $33333333 DATALONG $33333333 ' Tile #4 DATALONG $33333301 DATALONG $33333214 DATALONG $73333212 DATALONG $97333324 DATALONG $77222204 DATALONG $9700000C DATALONG $7D111104 DATALONG $9E4C5E05 ' Tile #5 DATALONG $7E455121 DATALONG $9EC5E045 DATALONG $7E55E0E5 DATALONG $9EE00120 DATALONG $7E0D4CEE DATALONG $9D04C555 DATALONG $70E45555 DATALONG $92E55551 ' Tile #6 DATALONG $70E55551 DATALONG $9015555E DATALONG $70155555 DATALONG $900E5555 DATALONG $7121E555 DATALONG $9D220D1D DATALONG $71122222 DATALONG $9EEE0222 ' Tile #7 DATALONG $7EEEE1D1 DATALONG $90222222 DATALONG $77222000 DATALONG $97333333 DATALONG $73333333 DATALONG $33333333 DATALONG $33333333 DATALONG $33333333 ' Tile #8 DATALONG $12333333 DATALONG $51233333 DATALONG $21233337 DATALONG $52333379 DATALONG $50222277 DATALONG $50000079 DATALONG $501111D7 DATALONG $50E555E9 ' Tile #9 DATALONG $12D555E7 DATALONG $5E0E55E9 DATALONG $5E0E55E7 DATALONG $00100EE9 DATALONG $EEEE10E7 DATALONG $5555E019 DATALONG $00215E07 DATALONG $5452EE09 ' Tile #10 DATALONG $ECE0EE07 DATALONG $2002ED29 DATALONG $100E5107 DATALONG $5555D009 DATALONG $555E1217 DATALONG $1D102219 DATALONG $222220D7 DATALONG $2220EEE9 ' Tile #11 DATALONG $DD1EEEE7 DATALONG $22222209 DATALONG $00022277 DATALONG $33333379 DATALONG $33333337 DATALONG $33333333 DATALONG $33333333 DATALONG $33333333 ' Tile #12 DATALONG $33333333 DATALONG $33333333 DATALONG $66633333 DATALONG $88863333 DATALONG $BBBA3333 DATALONG $88863333 DATALONG $BBBA3333 DATALONG $88863333 ' Tile #13 DATALONG $BBBA3333 DATALONG $88863333 DATALONG $BBBA3333 DATALONG $88863333 DATALONG $BBBA3333 DATALONG $88863333 DATALONG $BBBA3333 DATALONG $88863333 ' Tile #14 DATALONG $BBBA3333 DATALONG $88863333 DATALONG $BBBA3333 DATALONG $88863333 DATALONG $BBBA3333 DATALONG $88863333 DATALONG $BBBA3333 DATALONG $88863333 ' Tile #15 DATALONG $FFFA3333 DATALONG $FFF63333 DATALONG $FFFA3333 DATALONG $88863333 DATALONG $66633333 DATALONG $33333333 DATALONG $33333333
The sprite doesn't work in the same way of chrs character, but how to adapt with sprite and to throw missile at the canon position?
Attachments:ta.bex (6.87 KB)
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Deleted
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Post by Deleted on Jun 8, 2015 18:38:10 GMT -5
how to adapt with sprite and to throw missile at the canon position? By offsetting the initial bullet position depending on the tanks' direction .. and adding a direction state for each bullet. Please study the examples well, if you're only going to copy-paste you won't get far ( such as leaving "AND l.6" in your code when you're not setting that variable ).
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Post by Sg on Jun 8, 2015 19:48:02 GMT -5
i try elseif j.6 in x and y postion of the tank but with flip tile horizontaly and vertically
only one direction works
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Post by alexmega on Sept 2, 2018 12:47:54 GMT -5
I have observed and tested that these codes are not accepted by SECOND BASIC.
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