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Tileset:; .db Evolvesto ;This is the tile it turns into on the next frame; .db TileInfo ;a bit here will indicate that the tile needs to be updated this frame. I am sure other info; .dw ;TilePointer ;This points to the sprite datawill be needed.
+ collision detection is way easier and smaller... So I think the movement will be like this? ok lol :pAnd then all walkable tiles before non-walkable this and collision detection is based on if the number-of-map-tile your standing on, is smaller then the number-of-first-non-walkable tile...?And i sugest tiles as following: sand, dirt, stone, grass, and some other .. all to walk on, and some fences as non walk-able and some other...
:.AXESMTH:[3C4281818181423C→Pic1TILE:[3C7EFFFFFFFF7E3C:[0000000000000000::Buff(384)→GDB1MAP // this does take a lot of the 963b of the prgm:0→H→V→S-1:For(384):+1→r1:rand^3→{r1+GDB1MAP:r1:End::While 1:‾1:For(10):+1→r2:‾1:For(14):Pt-On(+1→r1-1*8-(H and 7),r2-1*8-(V and 7),{VAsm(CB2DCB2DCB2D)+r2*8*3+r1+(HAsm(CB2DCB2DCB2D))+GDB1MAP}*8+Pic1TILE:r1:End:r2:End::DispGraphClrDraw:getKey(1)-getKey(4)*2+VAsm(E5)≥≥0?Asm(E1)→V,Asm(E1) \ I move 2 pixels:getKey(3)-getKey(2)*2+HAsm(E5)≥≥0?Asm(E1)→H,Asm(E1) / by 2 pixels:EndIf getKey(15)