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Any1 know whats the invisible color for screen 12?
#21
Code:
ü  ‚ Qÿÿ$ 4 x-l È   †     ã ¦ ¬ ñ w         V   ´ _ Ÿ   • Å¡  Œ >                        uR  press       statusbarI bground   fightground   BFkbrickÚ  x   y   num   px»  highÁ  low   py   ori brickgenerator   countù  
countbrickT fire   firesh3torch% bar   bars   bN z   pres   ff  torchsh] picture   a   bx   lcase  
lcasepress   lcase4                                                                                                                                                                                                                                                                   Ø  Ã£   This program is my game  Ã£     Ã£   Y  Ã£   Variable Dictionary  Ã£   V      s£   se ç    Vá     }Å   eè  ñ   }œ  eè  ù   }®  eè    }À  eè  >      Ã£ !  generate two torches for dungeon     k    Å¡ de V ÿÿN   • de V ÿÿB   Ÿ â   • Å¡  Ÿ Û   • f ÿÿ   Å¡ f ÿÿ     dd e e ƒ   â‚¬Ã± ´     dd e e ƒ e ¼      k 3   Å¡ de V ÿÿê   • de V ÿÿÞ   Ÿ â   • Å¡  Ÿ Û   • f ÿÿ   Å¡ f ÿÿ   dd e e ƒ   â‚¬Ã¹ ´     s£             ã    divides screen into three parts  Ã£ 7  top part shows player status
 ' area of top is 648x806  dd eˆeP ƒ d¼    de(  eˆe( ƒ d
¼     eDd eDeP ƒ d
¼     d)d e e# ƒ d¼    d)e-  e eK ƒ d¼    evd ebe# ƒ d¼    eve-  ebeK ƒ d¼      ã   status bar title  eDe(  eF d!r€ kš™?~     eDe(  e d!Р    ã   hp and mana  e2 d eÈ e ƒ d¼    e2 e  eÈ e" ƒ d    Â¼      e¸d eNe ƒ d¼    e¸e  eNe" ƒ d    Â¼      e2 e/  eÈ e9 ƒ d¼    e2 eA  eÈ eK ƒ d    Â¼      e¸e/  eNe9 ƒ d¼    e¸eA  eNeK ƒ d    Â¼        ã /  generate brick in background for dungeon level     d ¦   ¦ Á   eR »   d ã   d Ú   È de<V ÿÿ  k Œ     Å¡ dd%V ÿÿˆ   Á ¦   • de V ÿÿn  @ Ÿ â  < @ ¦ dp » dp Ÿ Û  @ ¦ d  ¦     • f ÿÿ   » d  »   Å¡ f ÿÿ   ã d  ã   ã e ] ¶ ¦ d  ¦   ã e ] Ð ¦ Á   ã e ] ìeR »   ã e ] d ã   È 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 ƒ d¼    eyeæ  eôeü ƒ d!¼    eÛe   eôeü ƒ d!¼      e Å¡   • de V ÿÿ€   Å¡ e   Å¡ d     eü ƒ d%¼    Å¡ dwe   Å¡ eü ƒ d¼    Å¡ d)  Å¡   • f ÿÿ     eÇeÍ  eÜeÐ ƒ d%¼    eÇeÐ  eÜeÑ ƒ d¼      eÇeÕ  dd    Â    eÇeÕ  d%d    Ã   eÉeÖ  d    d    Â    eÉeÖ  dd    Ã       ã   generates fighting ground    deþ  e~e¸ƒ d¼    e Å¡   d Ú   • dd)V ÿÿü  d Å¡  e~ Å¡ d     ƒ e ¼    d Å¡ d      e~ Å¡ d     ƒ d¼     Ú dqa ä @d     • d    vp    @ Å¡     Å¡   P   Ú d  Ú   • f ÿÿ     ã   generate movable circle  e •   e Å¡   F     • e w Å¡ e w • e   Å¡ e  ƒ   â‚¬>´     • Å¡  e Ÿ   V *m d"a Р    @ • e   Å¡ e w   â‚¬>µ    V *m a"M
@ • e w Å¡ e w   â‚¬>µ    P   gÚd!w   gÚd!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"] À
Å¡ dw Å¡   Å¡ ec] Þ
Å¡ d  Å¡   V *m s"] þ
Å¡ d  Å¡   Å¡ e©_]  Å¡ dw Å¡   V *m a"] < • dw •   • e
c] Z • d  •   V *m d"] z • d  •   • ep_] ˜ • dw •   V *m wd] Î • 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"] ˆ S ”         b :               zŒ   ¦ N ˆ 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 07   ¦ N Ü 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 „
15, 08, 07, 07, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 08, 07, 07   ¦ N Ø
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 Ô 15, 15, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07   ¦ N ˆ 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07, 07     —    14 is yellow  â€”    12 is light red   —
   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 ,  Â¦ a X 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 ,  Â¦ a À 000, 000, 000, 000, 000, 000, 000, 000, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000    Â¦ a ( 000, 000, 000, 000, 000, 000, 000, 004, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000 0  Â¦ a  000, 000, 000, 000, 000, 000, 000, 004, 012, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000 0  Â¦ a ø 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 004, 000, 000, 000, 000, 000, 000, 000, 000 0  Â¦ a ` 000, 000, 000, 000, 000, 000, 004, 012, 014, 012, 004, 000, 004, 000, 000, 000, 000, 000, 000 0  Â¦ a È 000, 000, 000, 000, 000, 000, 000, 004, 012, 014, 012, 004, 004, 000, 000, 000, 000, 000, 000    Â¦ a 0 000, 000, 000, 000, 000, 000, 004, 004, 012, 014, 014, 012, 004, 000, 000, 000, 000, 000, 000    Â¦ a ˜ 000, 000, 000, 000, 000, 000, 004, 004, 012, 014, 012, 004, 000, 000, 000, 000, 000, 000, 000    Â¦ a   000, 000, 000, 000, 000, 000, 004, 012, 014, 014, 012, 004, 000, 000, 000, 000, 000, 000, 000    Â¦ a h 000, 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 000, 000, 000, 000, 000, 000, 000, 000    Â¦ a Ð 000, 000, 000, 000, 000, 000, 000, 000, 004, 012, 012, 004, 000, 000, 000, 000, 000, 000, 000    Â¦ a 8 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000    Â¦ a   000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000    Â¦ a  000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000    Â¦ a p 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000    Â¦ a Ø 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000    Â¦ a @ 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000    Â¦ a ° 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000     ÿÿ3  Â¦ a  015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a € 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a è 015, 015, 015, 015, 015, 015, 015, 015, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a P 015, 015, 015, 015, 015, 015, 015, 004, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a ¸ 015, 015, 015, 015, 015, 015, 015, 004, 012, 004, 015, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a   015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 004, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a ˆ 015, 015, 015, 015, 015, 015, 004, 012, 014, 012, 004, 015, 004, 015, 015, 015, 015, 015, 015    Â¦ a ð 015, 015, 015, 015, 015, 015, 015, 004, 012, 014, 012, 004, 004, 015, 015, 015, 015, 015, 015    Â¦ a X 015, 015, 015, 015, 015, 015, 004, 004, 012, 014, 014, 012, 004, 015, 015, 015, 015, 015, 015    Â¦ a À 015, 015, 015, 015, 015, 015, 004, 004, 012, 014, 012, 004, 015, 015, 015, 015, 015, 015, 015    Â¦ a ( 015, 015, 015, 015, 015, 015, 004, 012, 014, 014, 012, 004, 015, 015, 015, 015, 015, 015, 015    Â¦ a  015, 015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a ø 015, 015, 015, 015, 015, 015, 015, 015, 004, 012, 012, 004, 015, 015, 015, 015, 015, 015, 015    Â¦ a ` 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015    Â¦ a È 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015    Â¦ a 0 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015    Â¦ a ˜ 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a   015, 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a h 015, 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015    Â¦ a ÿÿ 015, 015, 015, 015, 015, 015, 015, 000, 000, 000, 000, 015, 015, 015, 015, 015, 015, 015, 015        N         * ÿÿÿÿÿÿ  Â¨ 

wtf
Reply
#22
Save in the "text" format rather than "QuickBASIC" when you save your code in QB.
Reply
#23
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?
Reply
#24
not for me. (qb4.5)
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Back by popular demand!
I will byte and nibble you bit by bit until nothing remains but crumbs.
Reply
#25
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.
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#26
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
Reply
#27
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
Reply
#28
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.
Reply
#29
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?
Reply
#30
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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