Author Topic: lines/text  (Read 10739 times)

0 Members and 2 Guests are viewing this topic.

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: lines/text
« Reply #15 on: September 17, 2011, 10:19:04 pm »
but about my line question...
first of all, what are the x-mins/maxs and y-mins/maxs in axe? the regular line(0,0,10,10) doesn't do anything.
A general rule of thumb for Axe: anything graphscreen-related (with a few exceptions, Text w/o Fix 5 being one of them) is only put on the screen if you do Dispgraph.
Try putting DispGraph after it, then see what happens.
« Last Edit: September 17, 2011, 10:20:42 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline parserp

  • Hero Extraordinaire
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1455
  • Rating: +88/-7
  • The King Has Returned
    • View Profile
Re: lines/text
« Reply #16 on: September 17, 2011, 10:20:48 pm »
What exactly is your line question? Can you share more details?
My line question is: I did this:
Code: [Select]
:.LINE
:ClrDraw
:Line(0,0,10,10)
:DispGraph
:Repeat getKey
:End
But it didn't do anything.
for the line command as far as I know you have to have a graph screen with x-mins and that stuff.
so if someone could show me how they made a borderline around the screen in axe with the line command, that would be great.
« Last Edit: September 17, 2011, 10:23:12 pm by parser padwan »

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: lines/text
« Reply #17 on: September 17, 2011, 10:21:52 pm »
(with a few exceptions, Text w/o Fix 5 being one of them)
Bitmaps w/o Fix 8 is the only other exception I can think of.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: lines/text
« Reply #18 on: September 17, 2011, 10:24:14 pm »
Well for a border around the screen, you could do:
Line(0,0,95,0)
Line(0,0,0,63)
Line(95,0,95,63)
Line(0,63,95,63)

It can be optimized but yeah.

You could actually do it a simpler way:
.Rect( token is ref( token, RectI( is rref(
Rect(0,0,96,64)
RectI(1,1,94,62)


Rect draws a rectangle, RectI inverts a rectangle-shaped area.
« Last Edit: September 17, 2011, 10:25:03 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline parserp

  • Hero Extraordinaire
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1455
  • Rating: +88/-7
  • The King Has Returned
    • View Profile
Re: lines/text
« Reply #19 on: September 17, 2011, 10:25:08 pm »
Exactly what I was looking for! Thank you!  ;D
but how did you access the "RectI(" function? for some reason it is not in my catalog.
« Last Edit: September 17, 2011, 10:33:34 pm by parser padwan »

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: lines/text
« Reply #20 on: September 17, 2011, 10:37:29 pm »
It's under the Matrix menu, under the sub-menu Math.  In the program editor (if and only if it's an axe program) after scrolling down for a bit you'll see both Rect and RectI, options A and B respectively (taking the place of ref/rref)
« Last Edit: September 18, 2011, 12:38:26 am by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue