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min(8,max(1,
min(16,max(1,
ClrHome4->X5->YRepeat G=45Repeat Ggetkey->GEndOutput(X,Y," min(16,max(1,Y-(G=24)+(G=26->Ymin(8,max(1,X-(G=25)+(G=34->XOutput(X,Y,"@EndClrHomeStop
Note that this is only for collision on the screen sides, though.
"0ANYTHING000000 //Take out the newlines, of course, so the interpreter doesn't freak out0 00 00 :) 000WORKS!!!1!100 ->Str1 //You can make the map bigger for more space to moveClrHome2->X2->YOutput(1,1,Str1Repeat G=45Repeat Ggetkey->GEndOutput(X,Y," Y-(G=24)(sub(Str1,1,(X-1)16+Y-1) = "_")+(G=26)(sub(Str1,1,(X-1)16+Y+1) = "_->YX-(G=25)(sub(Str1,1,(X-2)16+Y) ="_")+(G=34)(sub(Str1,1,16X+Y+1) = "_->XOutput(X,Y,"@EndClrHomeStop
It involves storing 24, 25, 26 and 34 in a list then doing Ξ”list or something for the movement, which is even smaller than my code. It was on TI-BASIC Developer somewhere.
my ASCII world use something like that, I think.However, mine has a 3 walkable tiles (And it's kinda slow :\ )