+atari2600land Posted June 14, 2006 Share Posted June 14, 2006 I'll try to be as specific as I can with this next question. How do you activate a timer or time counter thingee? In this game I'm working on, I want a sprite (player1) to pop up on the screen for a certain amount of time and then disappear. While it's on the screen, I want player0 to touch it. So how do I make the sprite stay on the screen for a certain amount of time using a timer-like thing? Quote Link to comment Share on other sites More sharing options...
Luigi301 Posted June 14, 2006 Share Posted June 14, 2006 Having a variable increase by 1 each time the screen is drawn gives you a counter that ticks once per frame. Quote Link to comment Share on other sites More sharing options...
jbanes Posted June 14, 2006 Share Posted June 14, 2006 Having a variable increase by 1 each time the screen is drawn gives you a counter that ticks once per frame. While this is a good idea, I'd like to throw in that you'll want to use a 16 bit value for your timer. (After you add 1 to the low byte, add the carry flag to the high byte.) The reason for this is that an 8 bit value has a maximum value of 255. At 60 frames per second, the counter will roll over in a mere 4.25 seconds! With a 16 bit value, the timer can be extended to 1092 seconds (about 18 minutes). Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 14, 2006 Author Share Posted June 14, 2006 Actually, 4.25 seconds is just about the time I need. I'll try that & see what happens. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 14, 2006 Author Share Posted June 14, 2006 What is wrong with this program: 1 rem Ants! 2 set smartbranching on 3 rem l = lives counter 4 rem t = timer counter 220 x=60 : y=60 : score=0 : scorecolor = 62 : l=4 221 a = rand : t=0 222 if a>150 || a<20 then 221 223 b = rand 224 if b>80 || b<10 then 223 225 if l=0 then goto 359 230 COLUP0 = 198 : COLUBK = 246 : COLUP1 = 0 240 player0x=x : player0y=y : player1x= a : player1y = b 260 player0: %01100110 %00100100 %00111100 %11111111 %00111100 %00111100 %00100100 %01000010 end 270 player1: %10111101 %01111110 %00011000 %10111101 %01111110 %00011000 %10111101 %01111110 end 280 drawscreen 281 t=t+1 282 if t=255 then l=l-1 : goto 221 290 if joy0up then y=y-1 if y<10 then y=10 if y>80 then y=80 300 if joy0down then y=y+1 if y<10 then y=10 if y>80 then y=80 310 if joy0left then x=x-1 if x<20 then x=20 if x>150 then x=150 320 if joy0right then x=x+1 if x<20 then x=20 if x>150 then x=150 330 if collision(player0,player1) score=score+1 : goto 221 340 goto 230 359 rem death 360 COLUBK = 0 380 if switchreset then goto 1 385 goto 360 When I compile this, it gives me a bunch of errors, many of them saying "(1121): Syntax Error ". ']' error, no arg on stack Quote Link to comment Share on other sites More sharing options...
MausBoy Posted June 14, 2006 Share Posted June 14, 2006 The first thing I notice is you are missing GOTO in your first two IF/THEN statements. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 14, 2006 Author Share Posted June 14, 2006 I checked. That wasn't it. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 15, 2006 Author Share Posted June 15, 2006 Never mind. I figured it out. Quote Link to comment Share on other sites More sharing options...
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