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AdventureWalrus! [CSE] [xlibC]

Started by Unicorn, April 04, 2015, 05:03:56 pm

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alexgt

They only flicker if they move right? if so then it would work for an animation without doing anything :)

Unicorn

June 08, 2015, 08:24:22 pm #76 Last Edit: June 08, 2015, 08:47:06 pm by Unicorn
Welp, I have the updated screenshot, but I kind of lost inspiration for today, making the walriis populate the screen much less. So, I'm gonna add the cursor to the spritesheet and code movement.

Then we'll see how I can do this.


EDIT: Updated Spritesheet! There's gonna be a little surprise in there...




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Snektron

is it a loomey? :P I like the mouse sprite btw :)
Legends say if you spam more than DJ Omnimaga, you will become a walrus...


Unicorn

No, it is not luuuuumoey. Sadly. It is yourface.



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Snektron

Legends say if you spam more than DJ Omnimaga, you will become a walrus...


Unicorn

I told you, it is yourface. Anyways, we must make that walrii.



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Snektron

Isn't there already a loomeywalrii? :P
Legends say if you spam more than DJ Omnimaga, you will become a walrus...


Unicorn

June 08, 2015, 09:22:56 pm #82 Last Edit: June 08, 2015, 10:17:08 pm by Unicorn
A snakeLuuumeyWalrii

Welp, there's a problem. How am I going to erase the player sprite? The background is, well, very colorful. I can't use real(7,9 either. What should I do? Create a sprite that uses the same patter as the background to erase the player sprite? So yeah, thats about it. :(



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DJ Omnimaga

There is a command to redraw only parts of the background. It's DrawPicSectionA (TI-OS Values) real(5,3,X,Y,WIDTH,HEIGHT,BGSLOT,UPDATELCD): http://dcs.cemetech.net/index.php/DCSE:BasicLibs:ManagePic


Unicorn

June 08, 2015, 10:32:36 pm #84 Last Edit: June 08, 2015, 11:03:35 pm by Unicorn
Oh really? Well, that's awesome. I don't have to worry about sprites more much longer now. Whew (-_(//));

Also, it seems like I am doing something wrong with the pic index.


real(4,0,P,0,2,2,0,0,4,0,1,3,4,11,12

Does not display the cursor right. So what am I doing wrong? It seems to be 3,4,11,12.

Oh, and here is the spritesheet:



Thats about it for today!



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AssemblyBandit

I don't know anything about the library but maybe change the pic index to 0: real(4,0,P,0,2,2,0,0,4,0,0,3,4,11,12

Unicorn

Yup, that was the fix. Somehow I got the tile names messed up with the index the spritesheet was loaded to.



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alexgt

Looks cool :), when will you release it?

Unicorn

Probably in 1-2 weeks, if I don't procrastinate :P



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Unicorn

bump.

So I am needing help! I am using a VERY crude way to display and erase the walruses. I think it needs to be totally rewritten. I want it to display the walruses for 3-5 seconds each, and then erase. So any suggestions on how to optimize and change the code?


ClrHome
real(0,1,1
real(8,1,0
"MNYWBG
real(5,2,0
"MNSPRT
real(5,0,0
DelVar NDelVar BDelVar K
Repeat K=45
getKey→K
randInt(1,5→A
If randInt(1,100=2:Then
real(7,9,123,0,29,26,93,0
real(4,0,125+A-2,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If randInt(1,100=3:Then
real(7,9,30,0,28,26,93,0
real(4,0,35-A,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If randInt(1,100=5:Then
real(7,9,58,0,30,26,93,0
real(4,0,58+A,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If randInt(1,100=4:Then
real(7,9,91,0,31,26,93,0
real(4,0,97-A,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If randInt(1,20=7:Then
real(7,9,1,0,29,26,93,0
real(4,0,1+A,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If K=24
P-16→P
If K=26
P+16→P
If K=24 or K=26:Then
"MNYWBG
real(5,1,0
real(5,3,P-16,104,16,16,0,0
real(5,3,P+16,104,16,16,0,0
End
real(4,0,P,104,2,2,0,0,4,0,0,3,4,11,12
End


And I can't figure out how to use the draw background command, hence the blue after the mouse cursor.



Well thats weird. The blue doesn't show up after the mouse cursor, but it does that on my calc, and I think the versions are the same.

Thanks in advance!


SO HAAAAAAAAAALP!!!! Please.



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