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 - tr1p1ea
Pages: 1 ... 7 8 [9] 10 11 ... 44
121
« on: September 16, 2013, 07:19:31 pm »
Oh yeah, there is setPixel and getPixel as well. There are 2 versions of these routines, ones that set one of the standard 256 colours, and ones that set 16-bit colours.
122
« on: September 16, 2013, 07:16:09 pm »
Will the enemies be more than 1 colour? If so then you could possibly even use 1-bit sprites if need be?
123
« on: September 16, 2013, 01:25:33 am »
Interested in how you are handling drawing, are you buffering at all?
124
« on: September 15, 2013, 09:18:24 pm »
You still have X then Y, Y needs to come first:
If [A]((Y/8)+1,(X/8)+1)=0:Then
:ClrDraw :8→X :8→Y :[[0,0,0,0,0,0,0,0,0,0,0,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,0,0,0,0,0,0,0,0,0,0,0]]→[A] : :0→K :Repeat K=45 : :real(2,0,0,0,12,8,0,12,0,8,1,0,8,0 :real(1,X,Y,1,8,1,2,0,0,0,1 : :X→S:Y→T : :getKey→K :If K=24 :X-8→X :If K=25 :Y-8→Y :If K=26 :X+8→X :If K=34 :Y+8→Y : :If [A]((Y/8)+1,(X/8)+1)=0:Then :S→X:T→Y :End :End
125
« on: September 15, 2013, 08:48:37 pm »
Just out of interest, where are you adding 1?
You only need to do it in the matrix check: If [A]((Y/8)+1,(X/8)+1)=0:Then
126
« on: September 15, 2013, 06:19:35 pm »
Yeah i agree, you shouldnt limit yourself to sprites. Perhaps you can have a small data structure that can be parsed when drawing animations which can reference sprites, lines, ASCII (or a combination) for its frames.
127
« on: September 15, 2013, 05:50:12 pm »
Remember that matrices on the 83+ are column first, so it should be [A](Y,X).
128
« on: September 12, 2013, 09:20:22 pm »
Looking pretty sweet!
129
« on: September 12, 2013, 05:32:10 pm »
Yeah there was a little bug in there that has since been fixed .
130
« on: September 12, 2013, 07:00:57 am »
Here is a demo of the screen shift function, used for a simple earthquake effect.
131
« on: September 12, 2013, 02:06:55 am »
DJ suggested that i implement a RAND function since the TIOS Rand is reputed to be quite slow. It will give you a random number between 0 and the upper bound you specify (<=255). I did a rough test drawing 1000 rectangles, TIOS came in at 1m57sec, xLIB was 52sec which is enouraging. Here are 2 screenies side by side drawing 100 random rectangles. Left is TIOS Rand, right is xLIB Rand.
132
« on: September 11, 2013, 02:36:00 am »
I have implemented drawLine and drawRectangle (which just uses drawLine ). I havent tested drawing offscreen that much but it should work. Simple screenie of a basic program randomly drawing rectangles... Now to do fillRectangle!
133
« on: September 09, 2013, 06:38:24 pm »
Its very good, but its strange that when zoomed out the fps doesnt change? Although the cube appears to rotate quicker/is more responsive.
Either way its amazing, and the speed is great!
134
« on: September 09, 2013, 05:23:00 pm »
Magnificent!
The speed looks really good (although the fps counter doesnt seem to change?).
Awesome work!
135
« on: September 08, 2013, 11:59:43 pm »
Looking good tifreak!
Pages: 1 ... 7 8 [9] 10 11 ... 44
|