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InsaneSonikkuFan

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  1. aha! playfieldpos! i eventually got it by subtracting 1, subtracting playfieldpos, dividing by 8, and then adding 1. a bit complicated, but it works perfect now. thanks a ton!
  2. the x and y co-ordinates of something like missles and the co-ordinates of the playfield? i figured something like dividing by 8 would work, but it's only working for half of the block, as in if the missle hits the bottom half it will work, but if the missle hits the top half, it will consider it the block above... i would use collision(), but then i'd still need to know what block is being hit accurately. i am using playfield scrolling, would that cause this not to work how i want it to? is there some way i can remedy this? thanks.
  3. so i've been trying to write asteroids, and i'm running across a problem where bits 3 and 5 of variable c are unsetting themselves. let me explain the way the variable works: [0] UP FAST [1] UP SLOW [2] DOWN FAST [3] DOWN SLOW [4] LEFT FAST [5] LEFT SLOW [6] RIGHT FAST [7] RIGHT SLOW so if you run the code, moving up and/or right drift correctly. however, moving left or down (from a stop) causes the screen to flicker, the ship to only move one tick and then stop, and what seems to be bits 3 and 5 turning from 1 to 0. i've attached my code. i'm using bB bleeding edge 99b. am i overlooking something totally obvious, or is there an actual problem? thanks. asteroids.bas
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