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Full Version: mouse input/movement by numpad PROBLEMS
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this code is driving me nuts, and whoever mentioned PSET with larger sprites, i wont have to, ill make 16x16 tiles and place them, now for the ending, i still dont get wat ur saying, wat i bascally want is a kida fade effect where it goes from top left to bottom rite just putting black pixels, can u help me just do that
Code:
' A simple character moving program

DEFINT A-Z

SCREEN 13
CLS

' This is the srite's design
PSET (4, 1), 8: PSET (7, 1), 8: PSET (8, 1), 8: PSET (12, 1), 8: PSET (13, 1), 8: PSET (3, 2), 8: PSET (4, 2), 14: PSET (5, 2), 8: PSET (6, 2), 8: PSET (7, 2), 14: PSET (8, 2), 14: PSET (9, 2), 8: PSET (11, 2), 8: PSET (12, 2), 14: PSET (13, 2), 8: _
    PSET (3, 3), 8: PSET (4, 3), 14: PSET (5, 3), 14: PSET (6, 3), 14: PSET (7, 3), 14: PSET (8, 3), 14: PSET (9, 3), 14: PSET (10, 3), 8: PSET (11, 3), 14: PSET (12, 3), 14: PSET (13, 3), 14: PSET (14, 3), 8: PSET (15, 3), 8: PSET (2, 4), 8: PSET ( _
3, 4), 14: PSET (4, 4), 14: PSET (5, 4), 14: PSET (6, 4), 14: PSET (7, 4), 14: PSET (8, 4), 14: PSET (9, 4), 8: PSET (10, 4), 14: PSET (11, 4), 14: PSET (12, 4), 14: PSET (13, 4), 14: PSET (14, 4), 14: PSET (15, 4), 14: PSET (16, 4), 8: PSET (3, 5) _
, 8: PSET (4, 5), 14: PSET (5, 5), 8: PSET (6, 5), 14: PSET (7, 5), 66: PSET (8, 5), 66: PSET (9, 5), 14: PSET (10, 5), 14: PSET (11, 5), 14: PSET (12, 5), 8: PSET (13, 5), 14: PSET (14, 5), 14: PSET (15, 5), 8: PSET (4, 6), 8: PSET (5, 6), 8: PSET  _
(6, 6), 66: PSET (7, 6), 66: PSET (8, 6), 66: PSET (9, 6), 66: PSET (10, 6), 14: PSET (11, 6), 14: PSET (12, 6), 8: PSET (13, 6), 14: PSET (14, 6), 8: PSET (5, 7), 8: PSET (6, 7), 66: PSET (7, 7), 16: PSET (8, 7), 66: PSET (9, 7), 66: PSET (10, 7),  _
16: PSET (11, 7), 66: PSET (12, 7), 8: PSET (13, 7), 8: PSET (5, 8), 8: PSET (6, 8), 66: PSET (7, 8), 16: PSET (8, 8), 66: PSET (9, 8), 66: PSET (10, 8), 16: PSET (11, 8), 66: PSET (12, 8), 8: PSET (3, 9), 8: PSET (4, 9), 8: PSET (5, 9), 66: PSET (6 _
, 9), 8: PSET (7, 9), 66: PSET (8, 9), 66: PSET (9, 9), 66: PSET (10, 9), 66: PSET (11, 9), 8: PSET (12, 9), 66: PSET (13, 9), 8: PSET (14, 9), 8: PSET (2, 10), 8: PSET (3, 10), 66: PSET (4, 10), 66: PSET (5, 10), 64: PSET (6, 10), 15: PSET (7, 10) _
, 8: PSET (8, 10), 8: PSET (9, 10), 8: PSET (10, 10), 8: PSET (11, 10), 15: PSET (12, 10), 64: PSET (13, 10), 66: PSET (14, 10), 66: PSET (15, 10), 8: PSET (1, 11), 8: PSET (2, 11), 66: PSET (3, 11), 64: PSET (4, 11), 64: PSET (5, 11), 64: PSET (6,  _
11), 15: PSET (7, 11), 15: PSET (8, 11), 15: PSET (9, 11), 15: PSET (10, 11), 15: PSET (11, 11), 15: PSET (12, 11), 64: PSET (13, 11), 64: PSET (14, 11), 64: PSET (15, 11), 66: PSET (16, 11), 8: PSET (1, 12), 8: PSET (2, 12), 64: PSET (3, 12), 64:  _
PSET (4, 12), 8: PSET (5, 12), 8: PSET (6, 12), 8: PSET (7, 12), 15: PSET (8, 12), 15: PSET (9, 12), 15: PSET (10, 12), 15: PSET (11, 12), 8: PSET (12, 12), 8: PSET (13, 12), 8: PSET (14, 12), 64: PSET (15, 12), 64: PSET (16, 12), 8: PSET (1, 13), 8 _
: PSET (2, 13), 8: PSET (3, 13), 8: PSET (5, 13), 8: PSET (6, 13), 9: PSET (7, 13), 8: PSET (8, 13), 8: PSET (9, 13), 8: PSET (10, 13), 8: PSET (11, 13), 9: PSET (12, 13), 8: PSET (14, 13), 8: PSET (15, 13), 8: PSET (16, 13), 8: PSET (5, 14), 8:  _
PSET (6, 14), 9: PSET (7, 14), 9: PSET (8, 14), 9: PSET (9, 14), 9: PSET (10, 14), 9: PSET (11, 14), 9: PSET (12, 14), 8: PSET (5, 15), 8: PSET (6, 15), 115: PSET (7, 15), 115: PSET (8, 15), 114: PSET (9, 15), 115: PSET (10, 15), 115: PSET (11, 15) _
, 114: PSET (12, 15), 8: PSET (5, 16), 8: PSET (6, 16), 115: PSET (7, 16), 115: PSET (8, 16), 114: PSET (9, 16), 115: PSET (10, 16), 115: PSET (11, 16), 114: PSET (12, 16), 8:

DIM char%(129)                  'Set aside enough space to hold the sprite
GET (1, 1)-(16, 16), char%      'Get the sprite into the ball% array

CLS

PAINT (0, 0), 2                 ' Make background
FOR x = 160 TO 175
FOR y = 100 TO 115
PSET (x, y), 0
NEXT y
NEXT x
DIM back%(32001)                'Set aside enough space to hold the sprite
GET (0, 0)-(319, 199), back%    'Get the sprite into the back% array

CLS

charx% = 160: chary% = 100      ' Set default ballx% and bally% coordinates
PUT (0, 0), back%
PUT (charx%, chary%), char%

DO
GOSUB getInput
IF nothingHappened% = 0 THEN GOSUB drawChar
IF exitloop1% = 1 THEN EXIT DO
LOOP

DO
PSET (INT(RND*320), INT(RND*320)), 0
IF INKEY$ = CHR$(27) THEN EXIT DO
LOOP

SLEEP
SYSTEM

getInput:
I$ = INKEY$
IF I$ = "" THEN nothingHappened% = 1: RETURN   ' No button being pressed? DO NOTHING!
PUT (charx%, chary%), char%     ' cover the old char
IF I$ = CHR$(0) + "H" THEN chary% = chary% - 16
IF I$ = CHR$(0) + "P" THEN chary% = chary% + 16
IF I$ = CHR$(0) + "M" THEN charx% = charx% + 16
IF I$ = CHR$(0) + "K" THEN charx% = charx% - 16
IF I$ = " " THEN charx% = 160:    chary% = 100

IF charx% < 0 THEN LET charx% = 0
IF chary% < 4 THEN LET chary% = 4
IF charx% > 304 THEN LET charx% = 304
IF chary% > 180 THEN LET chary% = 180

nothingHappened% = 0
IF I$ = CHR$(27) THEN exitloop1% = 1
RETURN


drawChar:

PUT (charx%, chary%), char%     ' replace the char
LOCATE 1, 1
PRINT charx%; chary%            ' print the char's location

RETURN
thanks alot, i amde the y of the fill INT(RND*200) instead of 320 and it fills a bit faster, but u have to rpess esc again after its done filling for some stupid reason, can that be fixed
Yes, put in a counter, ie. i% = i% + 1, then do if i% = 20000 then exit do, or something.

And please make your sig ... smaller. It's enormous..
wats wrong wit my sig, ill make smaller though, its i think 600x200, its the same one i use for another site, and hows this counter thing work
You'll just have to figure it out, it's pretty simple.

Your sig covers a third of my screen mate.
i figured out y it kept ending, someone noticed my loop was incapable of looping lol, but im working on fixing it rite now, the counter need not be needed
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