Re: A89: Quick Redraw?
[Prev][Next][Index][Thread]
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:
not if you are loading the ball from your code and not from the LCD, which
would be much easier in the first place
>
>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
> >>
>