Re: A83: tracking and moving many objects


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Re: A83: tracking and moving many objects




Thanks to both Jimmy and Harper. Your explanations did indeed help. The spot
I slipped up on was keeping the order. The object code idea solves my
problem.

From: Chris
e-mail: apparatus@mediaone.net

----- Original Message -----
From: Richard Harper Maddox <gte172i@prism.gatech.edu>
To: Assembly-83 List <assembly-83@lists.ticalc.org>
Sent: Friday, June 30, 2000 6:58 PM
Subject: Re: A83: tracking and moving many objects


>
> i wrote a really good one for zelda, but i lost the source when i
> reformatted.  I'm sure that Sam Heald has it, but i'll go ahead and
> explain it since the algorithm is simple.
>
> the best method is using a queue, where we have a static size of each item
> in the queue, but a variable size.  Here is some code to explain:
>
> projectileQueue = savesscreen
> ; entry format
> ;  .db <projectile ID>,<xpos>,<ypos>
>
> ...
>
> addEntryToQueue:
>  ld hl,projectileQueue
>
> findEmptyQueueItem:
>  ld a,(hl)
>  or a
>  jr z,emptyItemFound ; we are 3 bytes past the last item
> ; or at the first
>
>  inc hl
>  inc hl
>  inc hl
>  jr findEmptyQueueItem
>
> emptyItemFound:
>  ld (hl),b ; projectile ID
>  inc hl
>  ld (hl),c ; xpos
>  inc hl
>  ld (hl),d ; ypos
>  ret
>
> hope that helps.
>
> -harper
>
> On Fri, 30 Jun 2000, Man on the Moon wrote:
>
> >
> > What is a good method or algorithm to keep track of many objects, such
as
> > the coordinates of bullets in a game, and move these objects as well? I
did
> > come up with a method of storing each in a user defined varible but that
was
> > a pain in the neck, or code.
> >
> > From: Chris (Man on the Moon)
> > e-mail: apparatus@mediaone.net
> >
> >
> >
>
>




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