Re: TIB: BFS Final Game
[Prev][Next][Index][Thread]
Re: TIB: BFS Final Game
-
To: <ti-basic@lists.ticalc.org>
-
Subject: Re: TIB: BFS Final Game
-
From: "Big MAC" <mac@dmi.net>
-
Date: Sat, 23 Jan 1999 20:20:05 -0800
-
Delivered-To: ti-basic-outgoing@towerguard.unix.edu.sollentuna.se
-
Delivered-To: ti-basic@lists.ticalc.org
-
Posted-Date: Sat, 23 Jan 1999 20:20:47 -0800 (PST)
-
Reply-To: ti-basic@lists.ticalc.org
About your Matrix RPG engine. It sounds
cool, but what calc is it for?
I also have developed an RPG engine using
matrices, but I have taken a different approach. Here's what I
did.
I begin by storing a matrix (8x12) into
[B]. Next, I run the matrix through a graphics engine program that
interprets the number in each matrix spot and draws a certain shape within that
8x8 pixel grid. Here's what some of the coding looks like:
Lbl 0
T+1->T
If T>12
Then
1->T
S+1->S
End
If S>0
Then
2->X: 3->Y
;This is just for later on in the programming.
Return
End
[B](S,T)->D
;Takes current Matrix spot number and stores it into D
8(S-1)->F
8(T-1)->G
;These two commands create the 8x8 pixel grid
If not
D
;If D=0, next spot over.
Goto 0
An example of the drawing:
If D=17
Then
Line(G,-F-3,G+4,-F-3
Line(G+4,-F-3,G+4,-F-7
Line(G,-F-4,G+3,-F-4
Line(G+3,-F-4,G+3,-F-7
Goto 0
End
It draws the level pretty fast, actually. When I have
the sprite move, I have it move within the 8x8 pixel grid. That way, the
program only has to check if the next spot over in the direction the sprite is
moving.