A89: Re: masking sprites


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A89: Re: masking sprites




What exactly are you sprites?  Something like this:?

sprite:
00000
01110
01010
01110
00000

mask:
00000
01110
01010
01110
00000

Well, in this case, if you had a black BG, then displaying this sprite over
it would cause no change, because no white pixels in your sprite are masked.

If the mask was:
mask:
11111
01110
01110
01110
11111

Then the resulting display over a black BG would be something like this:
00000
11111
11011
11111
00000

Did this help, or is it something different?

-Miles Raymond      EML: m_rayman@bigfoot.com
ICQ: 13217756       IRC: Killer2        AIM: KilIer2 (kilier2)
http://www.bigfoot.com/~m_rayman/

----- Original Message -----
From: <TurboSoft@aol.com>
To: <assembly-89@lists.ticalc.org>; <assembly-92@lists.ticalc.org>
Sent: Saturday, September 25, 1999 7:31 AM
Subject: A89: masking sprites


> l am currently working on a snowboarding game, in the C language.
However, l
> am using direct asm code for sprite formats, and displaying them.  However
> again, l have  a problem.  l have a certain order for sprites to be
displayed
> on the screen again after it is cleared, with the smaller sprites shown
first
> so that the smaller objects don't seem to flash as much.  Now, when one of
> these smaller objects gets in front of the larger one, some of its pixels
> will disappear.  l am not sure why, because l am using a mask.  The data
of
> the mask is the same as the sprite code.  ls there a way to stop the
missing
> pixels when putting a mask on top of one another?
> --TurboSoft
>
> Visit the TURBOSOFT HOMEPAGE:  The most current Basic programs created by
> Turbosoft for the 89, and the most 89 links.
> <A HREF="http://turbosoft.ticalc.org/">http://turbosoft.ticalc.org/</A>



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