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Collision checking? Do you mean making sure enemies never intersect?If we keep the amount of enemies fairly low (under a hundred, probably), then you could just take a brute force method - randomly generate two numbers for X and Y coordinates, check those numbers against every other enemy's coordinates, then if the absolute difference is 7 or less, then either attempt select another random slot, or add/subtract the appropriate amount of numbers to get the enemies not to intersect.Edit: You probably meant bullets - in that case, just use the same checks you did with variables, only because all of your data is in what is effectively a list, do the checks in a for loop.
If ((A-4<=X)and(A+4>=X))and(B=Y)
Here's what I worked on for the past two days. It's a 16 by 16 smoothscrolling movement engine. Let me know what you think! I also wrote a little Pic to Hex program. Put the top left corner of the sprite in the top left corner of the graphscreen. Then set 0 (for 8*8 ) or 1 (for 16*16 ) to T on the first line of the program and run it. I used it to give me the 16*16 hex codes that I used in the movement engine.
Woah, necro! (sort of)Welcome to the forums, tincopper2.I'm not ztrumpet, but I can tell you that if you want to use 16x16 sprites in pure Axe, you'll have to use 4 8x8 sprites...that's the only way to do it without an Axiom or assembly coding. (or, as dj mentioned, you can use the bitmap command but that sucks if you want to get any kind of reasonable speed)There are probably quite a few 16x16 sprite routines floating around in assembly, you could probably find one relatively easily (although if you want clipping that's a different story...)
You can use the Bitmap function, but I think it's even slower because the routine is written by Texas Instruments and is not as optimized.
.MAZEGAME#ExprOnDiagnosticOff[3C409EA2A29E423C]->Pic1ClrHome0->X->YRepeat getKey(15)If getKey(4)?Y>0Y--ElseIf getKey(1)?Y<56Y++ElseIf getKey(2)?X>0X--ElseIf getKey(3)?X<88X++EndLbl DPClrDrawPt-On(X,Y,Pic1)DispGraphEndReturn
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