Rabbit 2600 Posted June 4, 2013 Share Posted June 4, 2013 (edited) Sorry to be a bother, but I've hit a snag. I'm using this code to to make player0 fire missile0 to the right: checkfire if missile0y>240 then goto skip missile0y = missile0y -0 : missile0x = missile0x + 2 : goto draw skip if joy0right && joy0fire then missile0y=player0y-2:missile0x=player0x+4 draw I'm wondering how I should go about to make the player fire to the left? I've tried everything I can come up with but I can't get it to work. At most when I'm using a counter I can make the player shoot to the left but when the player moves the shot goes in reverse. Entire source: rem Generated 2013-06-04 17:58:53 by Visual bB Version 1.0.0.554 rem ********************************** rem *<filename> * rem *<description> * rem *<author> * rem *<contact info> * rem *<license> * rem ********************************** set smartbranching on AUDV0 = 0 : AUDV1 = 0 dim rand16 = z player0x = 50 player0y = 50 player1x = rand player1y = 0 c = c + 0 h = h + 10 k = 0 missile0height = 2 : missile0y = 255 NUSIZ0 = $00 missile1height = 8 : missile1y = 255 NUSIZ1 = $22 main player1y = player1y + 1 NUSIZ1 = $77 COLUPF = $06 COLUBK = $D2 pfscroll down f=f+1 COLUP0 = $0E COLUP1 = $0E if f = 10 then player0: %00000000 %00000000 %00010000 %00010000 %00011000 %00110000 %00010000 %00101000 %01010100 %01000100 %00010000 %01010100 %00111000 %00010000 %00000000 %00000000 end if f = 20 then player0: %00000000 %00000000 %00010000 %00010000 %00110000 %00011000 %00010000 %00101000 %01010100 %01000100 %00010000 %01010100 %00111000 %00010000 %00000000 %00000000 end if f=20 then f=0 player1: %01101100 %01101100 %01010100 %01111100 %11111110 %01111100 %00111000 %00010000 end playfield: ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ ............XXXXXXXX............ end if player1y = 90 then player1y = 0 : player1x = rand if joy0right then player0x = player0x + 1 if joy0left then player0x = player0x - 1 if joy0up then player0y = player0y - 1 if joy0down then player0y = player0y + 1 if collision(player1,playfield) then player1y = 0 : player1x = rand if collision(missile0,player1) then score = score +50 : missile0y = 255 : h = h + 11 : goto startsound if joy0right && joy0fire then k = 1 : missile0y=player0y-2:missile0x=player0x+4 if joy0right && joy0fire then k = 2 : missile0y=player0y-2:missile0x=player0x+4 startsound if h > 10 then AUDV0 = 15 : AUDC0 = 1 : AUDF0 = 6 : h = h - 1 nosound if h < 11 then AUDV0 = 0 : AUDC0 = 0 : AUDF0 = 0 k = 1 if missile0y>240 then goto skip missile0y = missile0y -0 : missile0x = missile0x + 2 : goto draw skip if joy0right && joy0fire then missile0y=player0y-2:missile0x=player0x+4 : k = 0 draw drawscreen goto main Edited June 4, 2013 by Rabbit 2600 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 5, 2013 Share Posted June 5, 2013 Have you checked out this program to see if it might be helpful: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#sprite_missile_example Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 5, 2013 Author Share Posted June 5, 2013 Thanks! I had missed that one! Quote Link to comment Share on other sites More sharing options...
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