Re: A89: Programming Problem
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Re: A89: Programming Problem
Sprite16 is defined as:
Sprite16(int x, int y, int height, unsigned int *sprite, void
*vm_addr, int mode);
The height of the sprite is adjustable; that's why I use the value of
8 in that field.
Sprite16 just uses that height value to drive a for loop.
I'm going to give your version a try and see what happens.
Thanks,
Nathaniel Gibson
ngibson@ptd.net
>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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