Re: A89: Programming Problem
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Re: A89: Programming Problem
I think you're mistaken, although I have no experience with this
"library" routine. An integer is 16 bits wide, which is what the routine
(should) expect. So your sprite should be like this:
static unsigned int ball[] = {0x3c00, 0x7e00, 0xff00, 0xff00,
0xff00,0xff00, 0x7e00, 0x3c00,0,0,0,0,0,0,0,0};
Note the 8 extra zeros. This is a 16x16 sprite routine, so I would
assume it needs to be that
Nathaniel Gibson wrote:
>
> I've tried that but then the sprite looks really ugly, nothing like
> what was intended. I think it's because Sprite16 expects and unsigned
> int, but to do it that way, I need to redefine the array as an
> unsigned long int. Any thoughts?
>
> Nathaniel Gibson
> ngibson@ptd.net
>
> >ok. to bad. There really should be a sprite8 routine.
> >But thats your problem anyway.
> >put your sprite-data in the left part of the sprite instead (just
> >add 00 at the
> >end of every number, 0x3c becomes 0x3c00 and so on)
> >and let it go from 0 to 151. that should work. but it's an ugly sollution :)
> >
> >//Olle
> >
> >Nathaniel Gibson wrote:
> >>
> >> No, there isn't a Sprite8 routine, and I'm not well-versed enough to
> >> write one myself. I understand that I'm moving a sprite that is
> >> actually 16x8, that's why the check in the x direction is at 0 and
> >> 143, and not 0 and 151. The problem is Sprite16 doesn't accept a
> >> negative number for the location of the sprite, otherwise I would use
> >> -8 and 143.
> >>
> >> >Same problem as someone else here had before.
> >> >you define a 16x8 sprite, but only write sprite data in the right
> >>half of it.
> >> >the left half of the sprite is all blank.
> >> >(thats why it is called sprite16, it handles 16pixel wide sprites)
> >> >Your program thinks it moves around a 16x8 sprite.
> >> >Isn't there a sprite8 or something like that, to use?
> >> >then you should use that when moving 8x8 sprites, and define your
> >>sprite data
> >> >array as char instead of int.
> >> >
> >> >//Olle
> >> >
> >> >Nathaniel Gibson wrote:
> >> >>
> >> >> I wrote the program below just to see if I could get a ball to bounce
> >> >> around the screen. Everything works except for when the ball hits the
> >> >> left side of the screen: it looks like it hits 8 pixels too soon. Can
> >> >> someone please tell me what I'm doing wrong? I think it has something
> >> >> to do with the way Sprite16 processes the sprite, but I'm not sure.
> >> >>
> >> >> Thanks in advance,
> >> >>
> >> >> Nathaniel Gibson
> >> >> ngibson@ptd.net
> >> >>
> >> >> ----------------------------CODE--------------------------
> >> >> #define SAVE_SCREEN
> >> >>
> >> >> #include <nostub.h>
> >> >> #include <graph.h>
> >> >> #include <system.h>
> >> >> #include <sprites.h>
> >> >>
> >> >> int _ti89;
> >> >>
> >> >> int _main()
> >> >> {
> >> >> static unsigned int ball [] = {0x3c, 0x7e, 0xff, 0xff, 0xff,
> >> >> 0xff, 0x7e, 0x3c};
> >> >> int key, x = 50, y = 50, xChange = 1, yChange = 1;
> >> >> void *kbq = kbd_queue ();
> >> >> long int j;
> >> >>
> >> >> ClrScr ();
> >> >>
> >> >> while (OSdequeue (&key, kbq)) {
> >> >>
> >> >> if ((x == 0) || (x == 143)) xChange *= -1;
> >> >> if ((y == 0) || (y == 91)) yChange *= -1;
> >> >>
> >> >> x += xChange;
> >> >> y += yChange;
> >> >>
> >> >> Sprite16(x, y, 8, ball, LCD_MEM, SPRT_XOR);
> >> >> for ( j = 0; j <= 50000; j++) ;
> >> >> Sprite16(x, y, 8, ball, LCD_MEM, SPRT_XOR);
> >> >> }
> >> >>
> >> >> return 0;
> >> >> }
--
Scott "Wrath" Dial
wrath@calc.org
ICQ#3608935
Member of TCPA - tcpa.calc.org
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