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Omnimaga
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Axe
(Moderator:
Runer112
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Never got around to asking :P
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Topic: Never got around to asking :P (Read 2732 times)
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hellninjas
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Posts: 625
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Never got around to asking :P
«
on:
May 31, 2012, 11:15:00 am »
How would I use the pxl-test( command to prevent my character from falling through pixels, with acceleration of course, x256.
Or is there another, possibly easy, way to do this?
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Happybobjr
James Oldiges
LV11
Super Veteran (Next: 3000)
Posts: 2325
Rating: +128/-20
Howdy :)
Re: Never got around to asking :P
«
Reply #1 on:
May 31, 2012, 11:37:39 am »
uhh, divide by 256 to snap to a pixel.
From there, before you draw anything but the ground or solid platforms, use pxl-test(x,y+#) the plus number will be different depending on the height of your sprite. 0 means no pixel there, 1 means pixel there
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School: East Central High School
Axe: 1.0.0
TI-84 +SE ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire ||| Lent out, and never returned
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hellninjas
LV7
Elite (Next: 700)
Posts: 625
Rating: +17/-0
Re: Never got around to asking :P
«
Reply #2 on:
May 31, 2012, 11:44:34 am »
So..
Code:
[Select]
:If getKey(1) and (pxl-test(X/256,Y/256+4)=0)
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Happybobjr
James Oldiges
LV11
Super Veteran (Next: 3000)
Posts: 2325
Rating: +128/-20
Howdy :)
Re: Never got around to asking :P
«
Reply #3 on:
May 31, 2012, 11:53:14 am »
probably not. You said there is acceleration, which adds another dimension into it.
try...
:If getKey(1)
:*calculations in movement and stored to another variable, such as Z, as would be resulting location*
:If pxl-test(X/256,Z/256+4)=0
:Z->Y
:else
:Z + 256 -> Y
:end
:end
Try that.
you my need to change it to be relevant to your code.
Edit: added an example program.
«
Last Edit: May 31, 2012, 12:50:24 pm by Happybobjr
»
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School: East Central High School
Axe: 1.0.0
TI-84 +SE ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire ||| Lent out, and never returned
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Omnimaga
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TI Calculators
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Axe
(Moderator:
Runer112
) »
Never got around to asking :P