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For(A,1,8For(B,1,16If fPart(A/2) xor fPart(B/2Output(A,B,"OEndEnd
I'm not to sure if the title really says what I mean. But what I'm looking for is a good way to access or check or just be able to do something to the spots surrounding a single spot. But also, now that I think about the situation, I just need a way to get access the points surrounding a point. Whether eight, five, or three (I think those are all the options...).Code: [Select]1234█5678█11212█345Those are the points I mean. I have one method that in theory would work, haven't tested it yet, but it only works for checking all eight points. Which might work for the situation but if someone knows a better way I'd like to hear it Thanks for any help.
1234█5678█11212█345
You know, something like that would be VERY useful if I decided to do that dynamic bit-based tilemapper I wanted to make at one point in Axe, where walls are different depending of if there's a floor sprite at the top, bottom, left or right.
Ah ok. I gotcha. Edit:By the way that can be just:Code: [Select]For(A,1,8For(B,1,16If fPart(A/2) xor fPart(B/2Output(A,B,"OEndEnd
For(A,1,8)For(B,1,16)If fPart(A/2) xor fPart(B/2Output(A,B,"OEndEnd
For(A,1,8For(B,1,16If fPart(A/2) xor fPart(B/2ThenOutput(A,B,"OEndEndEnd
If both are the same size, I would probably go with the non-glitchy one, because sometimes, the For() glitch triggers major slowdown until the next ON keypress even after exiting the For loop