This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Happybobjr
Pages: 1 ... 83 84 [85] 86 87 ... 166
1261
« on: January 13, 2011, 09:10:09 am »
Sorry for a probably dumb question but, Could there be another safty feature: Safe test:On/Off When compiling it would check the program for getkey(41). If the program does not contain, It will compile. In this compiled version, no matter where you are, pressing on will quit the program.
I am not sure if this can be done, although i am sure it would slow things down. But it would be great for testing code where speed doesn't matter, without the fear of a ram clear.
1262
« on: January 13, 2011, 09:07:03 am »
It works perfectly. I'm still trying to understand it, but i haven't gotten another look this morning after i have woken up. I have learned that * happybobjr "...text" or smilies really help show how you are meant to interpret text. I would have been banned long ago if i didn't put a near most of my jokes
1263
« on: January 12, 2011, 08:27:18 pm »
Maybe they don't know about the bugs?
I mean anyone who cares enough about calcs don't usually email ti
1264
« on: January 12, 2011, 08:08:11 pm »
* happybobjr hugs Quigibo I appreciate this so much. I would have spent many frustrated hours trying to figure all this out
1265
« on: January 12, 2011, 06:57:48 pm »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.
Wouldn't that get you a fraction? Or does it round well?
sin and cos return -127 through 128 (or something like that) Edit: *In axe
1266
« on: January 12, 2011, 06:49:24 pm »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.
I haven't been in calculus yet. *yaa summer school (getting ahead, not catching up)
1267
« on: January 12, 2011, 06:47:37 pm »
I think i need to sleep now. I am not processing this well.
1268
« on: January 12, 2011, 06:45:23 pm »
So no one knows how to follow along Bresenham's line algorithm? Edit: Qwerty will you rate that one back down? (to 0 not -1 )
1269
« on: January 12, 2011, 06:34:20 pm »
Crud, more complex stuff Thank you. I'll take a look Do you mean a user-defined line?
umm... i think. I want it to be like axe's line algorithm except only draw one pixel at a time. and instead of it being a pixel, i want it to be a sprite.
Try modifying this: http://ourl.ca/4129/138496
Qwerty@ The problem is that i don't know what a and b are. I only know the start point and endpoint.
1270
« on: January 12, 2011, 06:28:11 pm »
If I understand what you are saying, I don't think that would be the appropriate way to solve my problem for my needs.
What are your needs?
Also, sorry about the downrating. I accidentally clicked it.
EDIT: Ninja'd.
You can just use a For( loop and increment the X and/or Y position.
Umm, it says it was rated up a bullet that can pretty much go any direction that is determined by the tanks barrel (I think that's the right word.)
1271
« on: January 12, 2011, 06:24:57 pm »
Do you mean a user-defined line?
umm... i think. I want it to be like axe's line algorithm except only draw one pixel at a time. and instead of it being a pixel, i want it to be a sprite.
1272
« on: January 12, 2011, 06:15:15 pm »
If I understand what you are saying, I don't think that would be the appropriate way to solve my problem for my needs.
1273
« on: January 12, 2011, 06:12:30 pm »
I know this is a dumb question but, how can i make a sprite move along a line? I feel like the answer is obvious but i just can''t figure it out.
1274
« on: January 12, 2011, 04:37:43 pm »
I should release the multiplayer engine of Avoid soon...
* ScoutDavid likes that. I am waiting for a multiplayer game to play with my pals. Actually I have to try the shooter by happybojr, it looks quite cool.
what about tron?
1275
« on: January 12, 2011, 02:28:13 pm »
Or just destroy ti-os and replace everything with KOS.
Pages: 1 ... 83 84 [85] 86 87 ... 166
|