[A83] Re: Delay Function
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[A83] Re: Delay Function
Keep a counter that is incremented every frame. Then keep a counter for
each object that is incremented every frame. When an object's counter
reaches a certain value, move it, then reset the counter.
If you need more fine grained control over when objects can move, such as
3/4 of the frames, then you'll need more than a simple counter. Fixed point
is useful here. You use something like bresenham's algorithm to calculate
things. Take 3/4 of 256, which is 192. You then add 192 onto the object
counter every frame. When the counter overflows (carry flag is set), then
move the object:
(starting at 0)
nc = 192
c = 128
c = 64
c = 0
nc = 192
...
This works for any value ranging from 1/256 to 256/256, and is probably even
easier to code than the global frame counter method.
> Yes, I know it has. However, mine is slightly different. I dont want
to=20
> halt because I dont want all the sprites to move at that slow speed.
Only=
> =20
> the npc sprites, where as the "space ship" you control can move at the=20
> normal speed.
References: