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I don't understand why the default line drawer would not work, could you please explain? Do you need to just have a line drawer that toggles pixels rather than sets them?
Lbl LNr3-r1->Ar4-r2->Br1*256->Cr2*256->GIf abs(A)>abs(B)abs(A)->ZElseabs(B)->ZEndRepeat r1=r3 or r2=r4 or getkey(15)A*256//Z+C->CB*256//Z+G->Gpxl-change(C//256,G//256)EndReturn
So I'm working on a level editor for a platformer that I am currently working on, and I can't use the built in line command because if i did use it, the way I programmed it would cause it to overlap places it shouldn't overlap. Help please? I'm using 0.5.3 by the way, haven't been able to update in a while.
Quote from: guy6020665 on August 27, 2011, 05:27:18 pmSo I'm working on a level editor for a platformer that I am currently working on, and I can't use the built in line command because if i did use it, the way I programmed it would cause it to overlap places it shouldn't overlap. Help please? I'm using 0.5.3 by the way, haven't been able to update in a while.Hm, shouldn't that be just a change in from an OR to a XOR in the Axe line routine? I'm not sure if Axe's line routine is included in the documentation, but if it is, then that'd almost certainly be the best way to go.
This would be an extremely easy Axiom to make since the routine is already written, you could just change a couple or's to xor's like others have been saying. In fact its so easy, I just did it right now in 5 minutes. Here you go, just include #Axiom(XLINE) and the syntax is DrawL(x1,y1,x2,y2) to make an inverted line. Enjoy!
By the way the game seems interesting so far. I'm curious how this will turn out. Also I'm glad you're still around and programming guy602665.
EDIT: Just wondering, will this work on the back buffer too?