Re: A89: Programming Problem
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Re: A89: Programming Problem
bah... ignore all that... I just read the doc. There really should be a
8x8 version
Scott Dial wrote:
>
> 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
> _____________________________________________
> NetZero - Defenders of the Free World
> Click here for FREE Internet Access and Email
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--
Scott "Wrath" Dial
wrath@calc.org
ICQ#3608935
Member of TCPA - tcpa.calc.org
_____________________________________________
NetZero - Defenders of the Free World
Click here for FREE Internet Access and Email
http://www.netzero.net/download/index.html
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