So...
I would like to test if my cursor (x,y) is on my sprite, no variables right now and its always at the same position. I would like it to change Pic pointers. From Say Pic0R to Pic0B, but the catch is that it does it to adjacent tiles as well.. I've even kind of lost myself here...
Oh, well I'm remaking a game. It was easier for me to think of it that way lol. Okay, I figured that. I suppose i could figure which one i am on because X will equal 8*column and same with Y... well row. But how about changing the "color" of them, or do I have a mass of different states of them?
*Entire* code of what? I do have a location variable. X and Y. I switched the tilemapper to I and J.
like 00 -> 01 and 01 -> 02 and 02 -> 00. But the thing is, each tile will have a different way they change the surrounding tiles.I have no idea to do this. The last time i ran into this in a project i just dropped it.
://Data for Level1->GDB1
://Level2->GDB2
:...
:when you switch levels:
:Copy(GDB1,GDB0,'size'
and when you display the levels, just always use GDB0Assuming you've already stored your data,
:'new tile #'->{'byte #'+GDB0}
For(Y,0,3
For(X,0,4
Pt-On(X*8,Y*8,{Y*5+X+GDB0}*8+Pic0T
End
End
DispGraph
:0->L \\for level number
:[code]
:.Next Level
:Sub(NXT)
:[code]
:Lbl NXT
:L+S->L
:Copy(GDB1+L,GDB0,S) \\make sure your leves are stored in order if you do it this way!!
:Return
[/code][/code]