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.TESTPROG A test programClrHome.CHARACTER[3C243C3C7EBD2442]->Pic1.BLOCK[FFD5ABD5ABD5ABFF]->Pic20->K0->X0->Y0->V //Was going to hold velocity or something, left it in.ClrDrawWhile K =/= 1 //Using "Down" as a placeholderClrDrawPt-On(0,48,Pic2)Pt-On(8,48,Pic2)Pt-On(16,48,Pic2)Pt-On(X,Y,Pic1)DispGraphgetKey->KIf pxl-Test(X,Y+8)=0Y+1->YEndIf K=3X+4->XEndIf K=2X-4->XEndIf K=4 //This is going to be 2ND.If pxl-Test(X,Y+8)=1Y-16->Y //Utterly crappy excuse for a jumpEndEndEnd
It doesn't seem to be working, I had a pure BASIC ASCII platform engine a while ago, but I need a simple engine for making arrays to store the levels, which are approximately... 12x8 tiles that are 8x8 pixels.I barely started but need:♦Level arrays that can be read for collisions and drawing the level (of course)♦Better gravity/velocity engine, support 'jumping'.♦How to store over 10 sprites? [Hex]->Pic1 twice even with new hex produces an ERR:DUPLICATE.I have these under control:♦ Sprites♦ Concept/GameplayHere is the sauce source so far:Code: [Select].TESTPROG A test programClrHome.CHARACTER[3C243C3C7EBD2442]->Pic1.BLOCK[FFD5ABD5ABD5ABFF]->Pic20->K0->X0->Y0->V //Was going to hold velocity or something, left it in.ClrDrawWhile K =/= 1 //Using "Down" as a placeholderClrDrawPt-On(0,48,Pic2)Pt-On(8,48,Pic2)Pt-On(16,48,Pic2)Pt-On(X,Y,Pic1)DispGraphgetKey->KIf pxl-Test(X,Y+8)=0Y+1->YEndIf K=3X+4->XEndIf K=2X-4->XEndIf K=4 //This is going to be 2ND.If pxl-Test(X,Y+8)=1Y-16->Y //Utterly crappy excuse for a jumpEndEndEnd
V=50
Ifpxl-Test(X,Y+8)=0V-1->VIf V>1Pause VEndY+1->YElse50->VEnd
Y+G->Y