Posts: 54
Threads: 12
Joined: Dec 2004
Code: ü Ââ Qÿÿ$ 4x-l à â ã ¦ ¬ ñ w V ´ _ Ÿ ⢠š Å > uR press statusbarI bground fightground BFkbrickà x y num px» highà low py ori brickgenerator countù
countbrickT fire firesh3torch% bar bars bN z pres ff torchsh] picture a bx lcase
lcasepress lcase4 à ã This program is my game ã ã Y ã Variable Dictionary ã V s£ se ç Vá }Å eè ñ }Å eè ù }® eè }à eè > ã ! generate two torches for dungeon k Å¡ de V ÿÿN ⢠de V ÿÿB Ÿ â ⢠š  Ÿ à ⢠f ÿÿ Å¡ f ÿÿ dd e e Æ â¬Ã± ´ dd e e Æ e ¼ k 3 Å¡ de V ÿÿê ⢠de V ÿÿà Ÿ â ⢠š  Ÿ à ⢠f ÿÿ Å¡ f ÿÿ dd e e Æ â¬Ã¹ ´ s£ ã divides screen into three parts ã 7 top part shows player status
' area of top is 648x806 dd eËeP Æ d¼ de(  eËe( Æ d
¼ eDd eDeP Æ d
¼ d)d e e# Æ d¼ d)e-  e eK Æ d¼ evd ebe# Æ d¼ eve-  ebeK Æ d¼ ã status bar title eDe(  eF d!r⬠kÅ¡â¢?~  eDe(  e d!à ã hp and mana e2 d eà e Æ d¼ e2 e  eà e" Æ d ¼ e¸d eNe Æ d¼ e¸e  eNe" Æ d ¼ e2 e/  eà e9 Æ d¼ e2 eA  eà eK Æ d ¼ e¸e/  eNe9 Æ d¼ e¸eA  eNeK Æ d ¼ ã / generate brick in background for dungeon level d ¦ ¦ à eR » d ã d à à de<V ÿÿ k Å Å¡ dd%V Ã¿Ã¿Ë Ã Â¦ ⢠de V ÿÿn @ Ÿ â < @ ¦ dp » dp Ÿ à @ ¦ d ¦ ⢠f ÿÿ » d » Å¡ f ÿÿ ã d ã ã e ] ¶ ¦ d ¦ ã e ] à ¦ à ã e ] ìeR » ã e ] d ã à f ÿÿ ed ed  â¬Ã¹ µ ed ed  â¬Ã± µ eôed  â¬Ã¹ µ eôed  â¬Ã± µ ã Puts cell barsx â 8 is grey â
7 is white e|e  eôeü Æ d¼ eyeæ  eôeü Æ d!¼ eÃe  eôeü Æ d!¼ e š ⢠de V ÿÿ⬠š e  š d eü Æ d%¼ Å¡ dwe  š eü Æ d¼ Å¡ d) Å¡ ⢠f ÿÿ eÃeà  eÃeÃ Æ d%¼ eÃeà  eÃeÃ Æ d¼ eÃeà  dd  eÃeà  d%d à eÃeà  d d  eÃeà  dd à ã generates fighting ground deþ  e~eÂ¸Æ d¼ e Å¡ d à ⢠dd)V ÿÿü d Å¡  e~ Å¡ d Æ e ¼ d Å¡ d  e~ Å¡ d Æ d¼ à dqa ä @d ⢠d vp @ Å¡ Å¡ P à d à ⢠f ÿÿ ã generate movable circle e ⢠e š F ⢠e w Å¡ e w ⢠e Å¡ e Æ â¬>´ ⢠š  e Ÿ V *m d"a à @ ⢠e Å¡ e w â¬>µ V *m a"M
@ ⢠e w Å¡ e w â¬>µ P gÃd!w gÃd!d!x ⢠e w Å¡ e w â¬>µ ã w=up ã s=down ã a=left ã d=right ã q=quitt V V *m w"] Ã
Å¡ dw Å¡ Å¡ ec] Ã
š d š V *m s"] þ
š d š š e©_] š dw š V *m a"] < ⢠dw ⢠⢠e
c] Z ⢠d ⢠V *m d"] z ⢠d ⢠⢠ep_] Ë â¢ dw ⢠V *m wd] à ⢠d Å¡ Å¡ dw ⢠V *m wa] ⢠dw Å¡ Å¡ dw ⢠V *m sd] : ⢠d Å¡ Å¡ d ⢠V *m sa] p ⢠dw Å¡ Å¡ d ⢠V *m q"] ËS â b : zŠ¦ N Ë 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 07 ¦ N à 15, 15, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07 ¦ N 0
15, 08, 07, 07, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07 ¦ N â
15, 08, 07, 07, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07 ¦ N Ã
15, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07 ¦ N , 15, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07 ¦ N ⬠15, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07 ¦ N à 15, 15, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07 ¦ N Ë 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07 â 14 is yellow â 12 is light red â
4 is red â 000 is invisible ¦ Å 0¦ a ð 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 , ¦ a X 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 , ¦ a à 000, 000, 000, 000, 000, 000, 000, 000, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ¦ a ( 000, 000, 000, 000, 000, 000, 000, 004, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 0 ¦ a  000, 000, 000, 000, 000, 000, 000, 004, 012, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000 0 ¦ a ø 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 004, 000, 000, 000, 000, 000, 000, 000, 000 0 ¦ a ` 000, 000, 000, 000, 000, 000, 004, 012, 014, 012, 004, 000, 004, 000, 000, 000, 000, 000, 000 0 ¦ a à 000, 000, 000, 000, 000, 000, 000, 004, 012, 014, 012, 004, 004, 000, 000, 000, 000, 000, 000 ¦ a 0 000, 000, 000, 000, 000, 000, 004, 004, 012, 014, 014, 012, 004, 000, 000, 000, 000, 000, 000 ¦ a Ë 000, 000, 000, 000, 000, 000, 004, 004, 012, 014, 012, 004, 000, 000, 000, 000, 000, 000, 000 ¦ a 000, 000, 000, 000, 000, 000, 004, 012, 014, 014, 012, 004, 000, 000, 000, 000, 000, 000, 000 ¦ a h 000, 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 000, 000, 000, 000, 000, 000, 000, 000 ¦ a à 000, 000, 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 000, 000, 000, 000, 000, 000, 000 ¦ a 8 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ¦ a  000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ¦ a 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ¦ a p 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ¦ a à 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ¦ a @ 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ¦ a ° 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ÿÿ3 ¦ a 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a ⬠015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a è 015, 015, 015, 015, 015, 015, 015, 015, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a P 015, 015, 015, 015, 015, 015, 015, 004, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a ¸ 015, 015, 015, 015, 015, 015, 015, 004, 012, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a 015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 004, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a Ë 015, 015, 015, 015, 015, 015, 004, 012, 014, 012, 004, 015, 004, 015, 015, 015, 015, 015, 015 ¦ a ð 015, 015, 015, 015, 015, 015, 015, 004, 012, 014, 012, 004, 004, 015, 015, 015, 015, 015, 015 ¦ a X 015, 015, 015, 015, 015, 015, 004, 004, 012, 014, 014, 012, 004, 015, 015, 015, 015, 015, 015 ¦ a à 015, 015, 015, 015, 015, 015, 004, 004, 012, 014, 012, 004, 015, 015, 015, 015, 015, 015, 015 ¦ a ( 015, 015, 015, 015, 015, 015, 004, 012, 014, 014, 012, 004, 015, 015, 015, 015, 015, 015, 015 ¦ a  015, 015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a ø 015, 015, 015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 015, 015, 015, 015, 015, 015, 015 ¦ a ` 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015 ¦ a à 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015 ¦ a 0 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015 ¦ a Ë 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a 015, 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a h 015, 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015 ¦ a ÿÿ 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015 N *ÿÿÿÿÿÿ ¨
wtf
Posts: 1,752
Threads: 21
Joined: Jun 2002
Save in the "text" format rather than "QuickBASIC" when you save your code in QB.
Posts: 54
Threads: 12
Joined: Dec 2004
Code: CLS
SCREEN 12
RANDOMIZE TIMER
DIM fire(1000)
DIM firesh(1000)
DIM bars(1000)
DIM picture(1000)
REM generate two torches for dungeon
RESTORE torch
FOR y = 1 TO 19
FOR x = 1 TO 19
READ num
PSET (x, y), num
NEXT x
NEXT y
GET (0, 0)-(20, 20), fire
LINE (0, 0)-(20, 20), 15, BF
RESTORE torchsh
FOR y = 1 TO 19
FOR x = 1 TO 19
READ num
PSET (x, y), num
NEXT x
NEXT y
GET (0, 0)-(20, 20), firesh
CLS
REM divides screen into three parts
REM top part shows player status ' area of top is 648x80
LINE (0, 0)-(648, 80), 1, BF
LINE (0, 40)-(648, 40), 3
LINE (324, 0)-(324, 80), 3
LINE (10, 5)-(30, 35), 0, BF
LINE (10, 45)-(30, 75), 0, BF
LINE (630, 5)-(610, 35), 0, BF
LINE (630, 45)-(610, 75), 0, BF
REM status bar title
CIRCLE (324, 40), 70, 8, , , .6
PAINT (324, 40), 11, 8
REM hp and mana
LINE (50, 6)-(200, 16), 4, BF
LINE (50, 24)-(200, 34), 2, BF
LINE (440, 6)-(590, 16), 4, BF
LINE (440, 24)-(590, 34), 2, BF
LINE (50, 47)-(200, 57), 4, BF
LINE (50, 65)-(200, 75), 2, BF
LINE (440, 47)-(590, 57), 4, BF
LINE (440, 65)-(590, 75), 2, BF
REM generate brick in background for dungeon level
px = 0
ori = px
py = 82
countbrick = 0
count = 0
FOR brickgenerator = 1 TO 828
RESTORE brick
FOR y = 1 TO 9
px = ori
FOR x = 1 TO 19
READ num
PSET (px * 1, py * 1), num
px = px + 1
NEXT x
py = py + 1
NEXT y
countbrick = countbrick + 1
IF countbrick = 19 THEN px = px + 1
IF countbrick = 19 THEN ori = px
IF countbrick = 19 THEN py = 82
IF countbrick = 19 THEN countbrick = 0
NEXT brickgenerator
PUT (100, 100), firesh, AND
PUT (100, 100), fire, OR
PUT (500, 100), firesh, AND
PUT (500, 100), fire, OR
REM Puts cell bars
' 8 is grey
' 7 is white
LINE (380, 160)-(500, 252), 7, BF
LINE (377, 230)-(500, 252), 8, BF
LINE (475, 160)-(500, 252), 8, BF
y = 385
FOR x = 1 TO 11
LINE (y, 160)-(y + 2, 252), 9, BF
LINE (y - 1, 160)-(y, 252), 1, BF
y = y + 10
NEXT x
LINE (455, 205)-(476, 208), 9, BF
LINE (455, 208)-(476, 209), 1, BF
CIRCLE (455, 213), 5, 2
PAINT (455, 213), 9, 2
CIRCLE (457, 214), 2, 2
PAINT (457, 214), 0, 2
REM generates fighting ground
LINE (0, 254)-(638, 440), 6, BF
y = 260
count = 0
FOR x = 1 TO 10
LINE (0, y)-(638, y + 2), 12, BF
LINE (0, y + 2)-(638, y + 2), 4
IF count <> 0 THEN
z = 2 * x ^ 2
y = y + z
END IF
count = count + 1
NEXT x
REM generate movable circle
x = 400
y = 400
DO
GET (x - 15, y - 15)-(x + 15, y + 15), picture
CIRCLE (x, y), 14
IF LCASE$(press$) = "d" THEN
PUT (x - 15, y - 15), picture, PSET
ELSEIF LCASE$(press$) = "a" THEN
PUT (x - 15, y - 15), picture, PSET
END IF
WAIT &H3DA, 8
WAIT &H3DA, 8, 8
PUT (x - 15, y - 15), picture, PSET
REM w=up
REM s=down
REM a=left
REM d=right
REM q=quit
press$ = INKEY$
IF LCASE$(press$) = "w" THEN y = y - 6
IF y < 260 THEN y = y + 6
IF LCASE$(press$) = "s" THEN y = y + 6
IF y > 425 THEN y = y - 6
IF LCASE$(press$) = "a" THEN x = x - 6
IF x < 13 THEN x = x + 6
IF LCASE$(press$) = "d" THEN x = x + 6
IF x > 624 THEN x = x - 6
IF LCASE$(press$) = "wd" THEN x = x + 1 AND y = y - 1
IF LCASE$(press$) = "wa" THEN x = x - 1 AND y = y - 1
IF LCASE$(press$) = "sd" THEN x = x + 1 AND y = y + 1
IF LCASE$(press$) = "sa" THEN x = x - 1 AND y = y + 1
IF LCASE$(press$) = "q" THEN EXIT DO
LOOP
brick:
DATA 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 07
DATA 15, 15, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07
DATA 15, 08, 07, 07, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07
DATA 15, 08, 07, 07, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07
DATA 15, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07
DATA 15, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07
DATA 15, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07
DATA 15, 15, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07
DATA 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07
'14 is yellow
'12 is light red
'4 is red
'000 is invisible
torch:
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 004, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 004, 012, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 004, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 004, 012, 014, 012, 004, 000, 004, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 004, 012, 014, 012, 004, 004, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 004, 004, 012, 014, 014, 012, 004, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 004, 004, 012, 014, 012, 004, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 004, 012, 014, 014, 012, 004, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
DATA 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000
torchsh:
DATA 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 015, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 004, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 004, 012, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 004, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 004, 012, 014, 012, 004, 015, 004, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 004, 012, 014, 012, 004, 004, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 004, 004, 012, 014, 014, 012, 004, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 004, 004, 012, 014, 012, 004, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 004, 012, 014, 014, 012, 004, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015
DATA 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015
END
theres the code. now if u run it ull see that if u move the circle near the edge of the screen it will give an error. why is that?
Posts: 2,765
Threads: 138
Joined: Nov 2002
not for me. (qb4.5)
Back by popular demand!
I will byte and nibble you bit by bit until nothing remains but crumbs.
Posts: 3,279
Threads: 170
Joined: Nov 2003
PUT causes an error when it tries to draw pixels that are offscreen. There is no clipping whatsoever. That's one of its major downfalls.
I'd knock on wood, but my desk is particle board.
Posts: 54
Threads: 12
Joined: Dec 2004
how do i do a walk animation sequence with a stick figure instead of that circle. btw im not doing any scrolling so i guess its ok if i dun have clipping
Posts: 54
Threads: 12
Joined: Dec 2004
for example. i tried to do a simple walk but it doesnt work well.
Code: DIM one(1000)
DIM two(1000)
CLS
SCREEN 12
FOR y = 1 TO 18
FOR x = 1 TO 10
READ num
PSET (x, y), num
NEXT x
NEXT y
GET (0, 0)-(10, 18), one
CLS
FOR y = 1 TO 18
FOR x = 1 TO 10
READ num
PSET (x, y), num
NEXT x
NEXT y
GET (0, 0)-(10, 18), two
CLS
DO
PUT (0, 0), one
CLS
PUT (0, 0), two
CLS
LOOP
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 7, 0, 7, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 7, 0, 0, 0, 0, 0
DATA 0, 0, 7, 7, 0, 7, 0, 0, 0, 0
DATA 0, 7, 0, 7, 0, 7, 0, 0, 0, 0
DATA 0, 7, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 7, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 7, 0, 0, 0, 0, 0
DATA 0, 0, 7, 0, 7, 0, 0, 0, 0, 0
DATA 0, 0, 7, 0, 0, 7, 0, 0, 0, 0
DATA 0, 0, 7, 0, 0, 7, 0, 0, 0, 0
DATA 7, 7, 7, 0, 0, 7, 0, 0, 0, 0
DATA 7, 0, 0, 0, 0, 7, 0, 0, 0, 0
DATA 0, 0, 0, 0, 0, 7, 7, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 7, 0, 7, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 7, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 0, 7, 0, 0, 0, 0
DATA 0, 0, 7, 7, 0, 0, 7, 0, 0, 0
DATA 0, 0, 7, 7, 0, 0, 0, 0, 0, 0
DATA 0, 7, 0, 7, 7, 0, 0, 0, 0, 0
DATA 0, 0, 0, 7, 7, 0, 0, 0, 0, 0
DATA 0, 0, 7, 0, 7, 0, 0, 0, 0, 0
DATA 0, 0, 7, 0, 7, 0, 0, 0, 0, 0
DATA 0, 0, 7, 0, 7, 0, 0, 0, 0, 0
DATA 0, 7, 0, 0, 0, 7, 0, 0, 0, 0
DATA 0, 7, 0, 0, 0, 7, 0, 0, 0, 0
DATA 0, 7, 0, 0, 0, 7, 7, 0, 0, 0
END
Posts: 3,279
Threads: 170
Joined: Nov 2003
I can imagine that that would cause some mad flicker. :-? You've got the idea, but try removing the CLS lines from your main loop.
I'd knock on wood, but my desk is particle board.
Posts: 54
Threads: 12
Joined: Dec 2004
k i removed the cls, i can kind of see the movement now. but theres still flicker. is there any way to get rid of it?
Posts: 3,279
Threads: 170
Joined: Nov 2003
Nope, not really. You're directly blitting to an unbuffered screen, not to mention a planar (aka SLOOOOOOOWWWWW) screen.
I'd knock on wood, but my desk is particle board.
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