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:rand^16 -> A //A is the Y-coord of the line4*(A) -> A
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Another idea:Try to use:pt-off(X,Y,[FFFFFFFFFFFFFFFF]):pt-on(X,Y,[code of smiley])It'll make a white space behind the smiley, so that you can see it better.
Quote from: p2 on July 27, 2011, 10:30:45 amAnother idea:Try to use:pt-off(X,Y,[FFFFFFFFFFFFFFFF]):pt-on(X,Y,[code of smiley])It'll make a white space behind the smiley, so that you can see it better.For that idea, a Pt-Off(X,Y,[code of smiley or pointer]would be enough as "Pt-Off" puts a sprite but erases what there is at the location before.
No it doesn't. Pt-Off() simply XORs the sprite in parameter slot 3 against the said place on the buffer, it doesn't clear the space behind it first.
Oh, my bad, you are correct. I remember that Pt-Off used to mean it XORed it against the buffer, I guess that has recently changed.
I need to ... make a counter of some sort so that it shifts the screen every few times through the loop, instead of every time.
.use the variable A for the counter you need.Main game loop:1->ARepeat getkey(15)A+1->AIf A=41->AEndIf A=1Vertical +Vertical +{r}End.Rest of your code goes here..End
If A=41->AEnd
If A=B1->AEnd