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:

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
  >>