Re: A89: Quick Redraw?


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Re: A89: Quick Redraw?





>
>first, of all, i haven't learned sprite routines yet, so right now things
are
>just rectangles.  second, even if i did that, wouldn't there be some
>corruption occur if say the ball hits the paddle?  it would look something
>like this:
>
>0000
>1111
>1110000
>1110110
>1110110
>1110000
>1111
>0000
>
>i could fix this by displaying the ball before the paddle, but what if they
>overlap at the top?  then it would corrupt the ball and not the paddle:

not if you are loading the ball from your code and not from the LCD, which
would be much easier in the first place

>
>0000
>0110
>0000
>1111
>1111
>1111
>1111
>1111
>1111
>0000
>
>is there more meaning in your advice?  please elaborate if i'm wrong.
>
>In a message dated 11/30/98 6:06:41 PM Pacific Standard Time,
>TurboSoft@aol.com writes:
>
><< oooh!  l got one.  l'm still looking for an asm tutorial, but l know how
to
>do
> this:
> when you make your paddle sprite, l'm guessing it might look something
like
> this:
> 11
> 11
> 11
> 11
> or whatever.  But make the paddle sprite like this:
> 00
> 11
> 11
> 11
> 11
> 00
> and it will clear those pixels where the 00's are.
> For the Ball, instead of maybe having a sprite like this:
> 11
> 11
> (l haven't played the game, l'm just guessing)
> Do this:
> 0000
> 0110
> 0110
> 0000
> And the 0's will clear the pixel next to it
>  >>
>