Re: A89: Programming Problem


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Re: A89: Programming Problem




No, there isn't a Sprite8 routine, and I'm not well-versed enough to 
write one myself. I understand that I'm moving a sprite that is 
actually 16x8, that's why the check in the x direction is at 0 and 
143, and not 0 and 151. The problem is Sprite16 doesn't accept a 
negative number for the location of the sprite, otherwise I would use 
-8 and 143.

>Same problem as someone else here had before.
>you define a 16x8 sprite, but only write sprite data in the right half of it.
>the left half of the sprite is all blank.
>(thats why it is called sprite16, it handles 16pixel wide sprites)
>Your program thinks it moves around a 16x8 sprite.
>Isn't there a sprite8 or something like that, to use?
>then you should use that when moving 8x8 sprites, and define your sprite data
>array as char instead of int.
>
>//Olle
>
>Nathaniel Gibson wrote:
>>
>>  I wrote the program below just to see if I could get a ball to bounce
>>  around the screen. Everything works except for when the ball hits the
>>  left side of the screen: it looks like it hits 8 pixels too soon. Can
>>  someone please tell me what I'm doing wrong? I think it has something
>>  to do with the way Sprite16 processes the sprite, but I'm not sure.
>>
>>  Thanks in advance,
>>
>>  Nathaniel Gibson
>>  ngibson@ptd.net
>>
>>  ----------------------------CODE--------------------------
>>  #define SAVE_SCREEN
>>
>>  #include <nostub.h>
>>  #include <graph.h>
>>  #include <system.h>
>>  #include <sprites.h>
>>
>>  int _ti89;
>>
>>  int _main()
>>  {
>>          static unsigned int ball [] = {0x3c, 0x7e, 0xff, 0xff, 0xff,
>>  0xff, 0x7e, 0x3c};
>>          int key, x = 50, y = 50, xChange = 1, yChange = 1;
>>          void *kbq = kbd_queue ();
>>          long int j;
>>
>>          ClrScr ();
>>
>>          while (OSdequeue (&key, kbq))   {
>>
>>                  if ((x == 0) || (x == 143))     xChange *= -1;
>>                  if ((y == 0) || (y == 91))      yChange *= -1;
>>
>>                  x += xChange;
>>                  y += yChange;
>>
>>                  Sprite16(x, y, 8, ball, LCD_MEM, SPRT_XOR);
>>                  for ( j = 0; j <= 50000; j++) ;
>>                  Sprite16(x, y, 8, ball, LCD_MEM, SPRT_XOR);
>>          }
>>
>>          return 0;
>>  }




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