PlanetJanus Posted May 29, 2019 Share Posted May 29, 2019 (edited) Just Playing with Bitmaps, which is very easy. (Thanks Designeres) Also a lot of cut and paste, but I don't know how else things are done in this language yet.This is just a spaceship that you can tool around with using the arrow keys. If you need shaming, you can press the keypad for punishing noises ganked from the Sprites.bas.In the upper Left Hand corner of the screen I was trying to get the X and Y coordinates to print out, but I seem to be getting cards from the GROM instead, which is ironic because I can't figure out how to access the cards in the GROM intentionally.Apparently, the screen is bigger than the screen. My spaceship goes out of screen edge. I had thought this was due to using ZOOMX And ZOOMY, and that the enlarged pixels were what were making the ship go off screen.This is my 2nd day of working with INTYBASIC. Copypasta and a little extra logic. So far, I find the language extremely direct and honed to game making. Waited my whole life to be a shitty game maker. :_) bitmapc.rom Edited May 31, 2019 by PlanetJanus Quote Link to comment Share on other sites More sharing options...
mr_me Posted May 29, 2019 Share Posted May 29, 2019 (edited) Yes the object coordinate area is larger than the display area to allow smooth entries and exits of sprites. Also, the object area can be shifted, horizontally and vertically, relative to the display area allowing fine scrolling and other effects. Edited May 29, 2019 by mr_me 1 Quote Link to comment Share on other sites More sharing options...
PlanetJanus Posted May 30, 2019 Author Share Posted May 30, 2019 Thanks. Tinkering with this is the only way I will learn. This code will probably evolve into something. Quote Link to comment Share on other sites More sharing options...
PlanetJanus Posted May 31, 2019 Author Share Posted May 31, 2019 (edited) Attached ROM. Sorry that wasn't up before.Cursor keys get it on screen eventually.Code: CLS WAIT MODE SCREEN_COLOR_STACK, STACK_BLACK, STACK_BLACK, STACK_BROWN, STACK_BLACK BORDER BORDER_WHITEWAITDEFINE DEF00,3,pimpmapWAIT x1=80 y1=56 x2=#x1 y2=#y2PRINT AT SCREENPOS(0, 0) COLOR CS_White, x2PRINT AT SCREENPOS(0, 1) COLOR CS_Yellow, y2'LOOP 100 XLOOP: FOR L = 1 to 100'print Sprites at x1, y1'Sprite (# of Sprite), (X location) + Visible + size x axis, (Y location) +size y axis, SPR00(?) then colorSPRITE 1, (x1-20)+ VISIBLE + ZOOMX1, (y1+20) + ZOOMY1, SPR01 + SPR_WHITEWAITWAITWAITWAITWAITWAITWAITGOSUB TESTSPRITE 2, (x1+20)+ VISIBLE + ZOOMX1, (y1-20) + ZOOMY1, SPR02 + SPR_WHITEWAITWAITWAITWAITWAITWAITGOSUB TESTSPRITE 1, (x1+20)+ VISIBLE + ZOOMX1, (y1+20) + ZOOMY1, SPR01 + SPR_REDWAITWAITWAITWAITWAITWAITWAITGOSUB TESTSPRITE 2, (x1-20)+ VISIBLE + ZOOMX1, (y1-20) + ZOOMY1, SPR02 + SPR_BLUEWAITWAITWAITWAITWAITWAITGOSUB TESTSPRITE 1, (x1+20)+ VISIBLE + ZOOMX1, (y1-20) + ZOOMY1, SPR01 + SPR_WHITEWAITWAITWAITWAITWAITWAITWAITGOSUB TESTSPRITE 2, (x1-20)+ VISIBLE + ZOOMX1, (y1+20) + ZOOMY1, SPR02 + SPR_WHITEWAITWAITWAITWAITWAITWAITGOSUB TESTSPRITE 1, (x1-20)+ VISIBLE + ZOOMX1, (y1-20) + ZOOMY1, SPR01 + SPR_BLUEWAITWAITWAITWAITWAITWAITWAITGOSUB TESTSPRITE 2, (x1+20)+ VISIBLE + ZOOMX1, (y1+20) + ZOOMY1, SPR02 + SPR_REDWAITWAITWAITWAITWAITWAITGOSUB TESTNEXT L test: PROCEDURE IF CONT1.UP THEN IF Y2>0 THEN Y2=Y2-2 IF CONT1.DOWN THEN IF Y2<104 THEN Y2=Y2+2 IF CONT1.LEFT THEN IF X2>0 THEN X2=X2-2 IF CONT1.RIGHT THEN IF X2<168 THEN X2=X2+2 IF CONT1.BUTTON THEN SOUND 0,100,15 ELSE SOUND 0,,0 ' beeper SPRITE 0, (x2)+ VISIBLE + ZOOMX1, (y2) + ZOOMY1, SPR00 + SPR_YELLOWPRINT AT SCREENPOS(0, 0) COLOR CS_White, x2PRINT AT SCREENPOS(0, 1) COLOR CS_Yellow, y2 ENDpimpmap:REM SPRITEBITMAP "........"BITMAP "........"BITMAP "...##..."BITMAP "..####.."BITMAP "##.##.##"BITMAP "########"BITMAP "..####.."BITMAP "...##..."REM SPRITE2BITMAP "########"BITMAP "########"BITMAP "##....##"BITMAP "##....##"BITMAP "##....##"BITMAP "##....##"BITMAP "########"BITMAP "########"REM SPRITE3BITMAP "##....##"BITMAP ".##..##."BITMAP "..####.."BITMAP "...##..."BITMAP "...##..."BITMAP "..####.."BITMAP ".##..##."BITMAP "##....##" Edited May 31, 2019 by PlanetJanus Quote Link to comment Share on other sites More sharing options...
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