Re: A89: Programming Problem


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Re: A89: Programming Problem




I've tried that but then the sprite looks really ugly, nothing like 
what was intended. I think it's because Sprite16 expects and unsigned 
int, but to do it that way, I need to redefine the array as an 
unsigned long int. Any thoughts?

Nathaniel Gibson
ngibson@ptd.net


>ok. to bad. There really should be a sprite8 routine.
>But thats your problem anyway.
>put your sprite-data in the left part of the sprite instead (just 
>add 00 at the
>end of every number, 0x3c becomes 0x3c00 and so on)
>and let it go from 0 to 151.  that should work. but it's an ugly sollution :)
>
>//Olle
>
>Nathaniel Gibson wrote:
>>
>>  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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