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Axe / Drawing from 2-byte positions
« on: March 23, 2013, 11:16:51 pm »
So I'm ThatTreeOverThere, new only in posting to the forums , and I've been playing with Axe for a little while. I've run into an issue, though...
I'm making a top-down zombie shooter, and i'm having trouble drawing sprites exactly where I want them to go. I want to be able to store the positions of each zombie in 2 bytes per value (so, 4 bytes for X and Y together), but when I go to draw them on the screen, I suspect that Pt-On( converts my beautiful 16-bit numbers into 8-bit numbers and causes sprites to draw modulo 256, which is annoying!
The specific part in source looks like:
Where S is the number of sprites-1, Pic1 is the sprite image pointer, B is a pointer to a list consisting of 2byte X and Y values (and I'll optimize out that last duplicate expression later )
So can anyone help me?
I'm making a top-down zombie shooter, and i'm having trouble drawing sprites exactly where I want them to go. I want to be able to store the positions of each zombie in 2 bytes per value (so, 4 bytes for X and Y together), but when I go to draw them on the screen, I suspect that Pt-On( converts my beautiful 16-bit numbers into 8-bit numbers and causes sprites to draw modulo 256, which is annoying!
The specific part in source looks like:
Code: [Select]
For(I,0,S
Pt-On({I*2*2+B}[sup]r[/sup]+X,{I*2*2+B+2}[sup]r[/sup]+Y,Pic1
End
Where S is the number of sprites-1, Pic1 is the sprite image pointer, B is a pointer to a list consisting of 2byte X and Y values (and I'll optimize out that last duplicate expression later )
So can anyone help me?