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Minor Success II


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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 by PlanetJanus
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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 by mr_me
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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_WHITE

WAIT
DEFINE DEF00,3,pimpmap
WAIT
x1=80
y1=56
x2=#x1
y2=#y2

PRINT AT SCREENPOS(0, 0) COLOR CS_White, x2
PRINT AT SCREENPOS(0, 1) COLOR CS_Yellow, y2
'LOOP 100 X

LOOP:
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 color

SPRITE 1, (x1-20)+ VISIBLE + ZOOMX1, (y1+20) + ZOOMY1, SPR01 + SPR_WHITE
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
GOSUB TEST
SPRITE 2, (x1+20)+ VISIBLE + ZOOMX1, (y1-20) + ZOOMY1, SPR02 + SPR_WHITE
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
GOSUB TEST
SPRITE 1, (x1+20)+ VISIBLE + ZOOMX1, (y1+20) + ZOOMY1, SPR01 + SPR_RED
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
GOSUB TEST
SPRITE 2, (x1-20)+ VISIBLE + ZOOMX1, (y1-20) + ZOOMY1, SPR02 + SPR_BLUE
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
GOSUB TEST
SPRITE 1, (x1+20)+ VISIBLE + ZOOMX1, (y1-20) + ZOOMY1, SPR01 + SPR_WHITE
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
GOSUB TEST
SPRITE 2, (x1-20)+ VISIBLE + ZOOMX1, (y1+20) + ZOOMY1, SPR02 + SPR_WHITE
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
GOSUB TEST
SPRITE 1, (x1-20)+ VISIBLE + ZOOMX1, (y1-20) + ZOOMY1, SPR01 + SPR_BLUE
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
GOSUB TEST
SPRITE 2, (x1+20)+ VISIBLE + ZOOMX1, (y1+20) + ZOOMY1, SPR02 + SPR_RED
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
GOSUB TEST

NEXT 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_YELLOW
PRINT AT SCREENPOS(0, 0) COLOR CS_White, x2
PRINT AT SCREENPOS(0, 1) COLOR CS_Yellow, y2
END


pimpmap:
REM SPRITE
BITMAP "........"
BITMAP "........"
BITMAP "...##..."
BITMAP "..####.."
BITMAP "##.##.##"
BITMAP "########"
BITMAP "..####.."
BITMAP "...##..."

REM SPRITE2
BITMAP "########"
BITMAP "########"
BITMAP "##....##"
BITMAP "##....##"
BITMAP "##....##"
BITMAP "##....##"
BITMAP "########"
BITMAP "########"

REM SPRITE3
BITMAP "##....##"
BITMAP ".##..##."
BITMAP "..####.."
BITMAP "...##..."
BITMAP "...##..."
BITMAP "..####.."
BITMAP ".##..##."
BITMAP "##....##"




Edited by PlanetJanus
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