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
>>