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Messages - dinosteven

Pages: 1 ... 6 7 [8] 9 10 ... 13
106
Axe / Re: Path prediction
« on: November 04, 2012, 04:10:50 pm »
OOOOOOOHHHHH. I finally get it. I'm gonna bookmark this page so I can remember. Thanks so much!

107
Axe / Re: Path prediction
« on: November 04, 2012, 04:00:35 pm »
I'm kind of understanding now. What if I want the original variables in both windows, so I can use them temporarily for path prediction, then switch back to the normal window with the variables unchanged?
I need the original variables in both windows.

108
Axe / Re: Path prediction
« on: November 04, 2012, 03:11:27 pm »
And... um... how do you send data back from GDB1 to the variables?
I use Copy(oA,GDB1,56) to back all my variables up, then I change them for my path prediction, then I want to restore all the original variables.

109
Axe / Re: Path prediction
« on: November 04, 2012, 02:58:45 pm »
This is going to sound stupid: I used Copy(oA,GDB1,56) and it had a compile error undefined. What do I have to do in the beginning to allocate 56 bytes of memory at pointer GDB1 so I can Copy there?

110
Axe / Re: Path prediction
« on: November 04, 2012, 02:15:18 pm »
How do you define 'whatever'?

111
Axe / Re: Path prediction
« on: November 04, 2012, 01:47:53 pm »
What about for every variable?

112
Axe / Re: Path prediction
« on: November 04, 2012, 01:46:20 pm »
Is there a command in Axe that lets me copy data rather than move it? My subprogram's gotta have the variables concerning the ball's location and velocities so it can predict...
EDIT: Sorry about the double posting...

113
TI-BASIC / Re: Movement on the graph screen
« on: November 04, 2012, 10:28:23 am »
It works. Here's a screenie of me scrolling through the code and running it:

114
Axe / Re: Path prediction
« on: November 04, 2012, 08:50:18 am »
Holy ****! That's nice. To calculate the height the ball will jump, just do ([initial velocity]+1)*[initial velocity]/2+base height.
It's just a sum of all that it'll move up, assuming the velocity decreases by 1 each time.
But if you want to calculate the initial velocity based on the height so the height levels are uniform, that's a lot more trouble.
Anyways, thanks!

115
Axe / Re: Path prediction
« on: November 04, 2012, 12:02:39 am »
Does it move the variables or copy them? I want them to stay there.

116
Axe / Re: Path prediction
« on: November 03, 2012, 10:18:52 pm »
Ugh... Is there a way to make subprograms like methods in Java? I'm running out of variables, so I want to have the subprogram use private variables and only output stuff on the screen and an x value it'll be at when it touches the ground. Something like:
public int max(int X, int Y, D, int E, int F) { that code except it's 'Repeat Y>56'; return X; }

117
TI-BASIC / Re: Movement on the graph screen
« on: November 03, 2012, 07:22:28 pm »
What symbols?
EDIT:
Oh the symbols for the variables. Hmmm.... It works on my calc. Make sure every variable is updated, you probably updated the pxl-on() but not the part where it moves up/down.

118
Axe / Path prediction
« on: November 03, 2012, 06:09:32 pm »
Here's my code:
Code: [Select]
:[00003C3C3C3C0000]?Pic1
:37?X
:53?Y
:5?D?C?F
:0?E?S?I?J?G?N
:Repeat (Y?56) or getKey(15) or (G=1)
:Pt-On(X,Y,Pic1)
:X+E?X
:Y-D?Y
:D--
:If (D>64) and pxl-Test(X+4,Y+7)
:C?D
:5?F
:4+X-B/2+E?E
:End
:If X<3
:4?X
:End
:If (X>64) and (X<99)
:63?X
:End
:If pxl-Test(X,Y+4) or pxl-Test(X+7,Y+4)
:?E?E
:End
:DispGraph
:End
I took off the stuff with the paddle movement and some more 'cause it doesn't affect the ball movement. But you can see all the code as attachment BOUNCSRC.8xp on the first post on this thread:
http://ourl.ca/17002
Anyways, the ball bounces around on a paddle 16 pxls long and the very left of it is B-8. I want to have a trail of dots like in the original game:
http://www.madebypixelate.com/games/mr-bounce
It'll describe how the ball will move until it gets to the bottom of the screen, and if the paddle is where the ball will end up, it'll describe how it'll move until it gets to the bottom again. It will also change dynamically with the paddle's movement.
Anyone have any idea how to do this?
I could make ball movement into its own loop and disp a pxl rather than the ball sprite and run it until the Y>56. But that would probably be pretty slow and take up lots of bytes.

119
TI-BASIC / Re: Movement on the graph screen
« on: November 03, 2012, 05:01:59 pm »
By the way, what's better for stopping the pixel from going out of bounds?
DincoC's method or using a max and min command? I've always used max and min, cause that's what's on the TIBD.

120
TI-BASIC / Re: Movement on the graph screen
« on: November 03, 2012, 04:39:34 pm »
When using ClrDraw, the Y variable gets messed up. You should use another variable.
It works fine replacing X,Y with B,A

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