Xan #1 Posted February 16 I used this example to distinguish which item is being hit by the player, I tried to be economical set kernel multisprite player0x = 10: player0y = 88 player1x = 80: player1y = 78 player2x = 30: player2y = 65 player3x = 90: player3y = 52 player4x = 110: player4y = 39 player5x = 130: player5y = 26 player0: %01111110 %10000011 %10110011 %10101011 %10101011 %10101011 %10011011 %10000011 %10101011 %11010110 %01111100 end player1: %01101111 %10000011 %10111011 %10010011 %10010011 %10110011 %10010011 %10000011 %10101011 %11000110 %01101100 end player2: %01101111 %10000011 %10111011 %10100011 %10111011 %10001011 %10111011 %10000011 %10101011 %11000110 %01101100 end player3: %01101111 %10000011 %10110011 %10001011 %10011011 %10001011 %10110011 %10000011 %10101011 %11000110 %01101100 end player4: %01101111 %10000011 %10001011 %10001011 %10111011 %10101011 %10101011 %10000011 %10101011 %11000110 %01101100 end player5: %01101111 %10000011 %10111011 %10001011 %10111011 %10100011 %10111011 %10000011 %10101011 %11000110 %01101100 end COLUBK = 56 _COLUP1 = 18: rem coloring player1 _ COLUP2 = 25 COLUP3 = 10 COLUP4 = 45 COLUP5 = 60 loop COLUP0 = 155: rem color player0 must be updated control if joy0up && player0y < 82 then player0y = player0y + 1 if joy0down && player0y > 29 then player0y = player0y - 1 if joy0left && player0x > 16 then player0x = player0x - 1 if joy0right && player0x < 136 then player0x = player0x + 1 colidir y = colide(player0x, player1x, player0y, player1y) if y then player1x = (rand&127)+20 y = colide(player0x, player2x, player0y, player2y) if y then player2x = (rand&127)+20 y = colide(player0x, player3x, player0y, player3y) if y then player3x = (rand&127)+20 y = colide(player0x, player4x, player0y, player4y) if y then player4x = (rand&127)+20 y = colide(player0x, player5x, player0y, player5y) if y then player5x = (rand&127)+20 drawscreen goto loop function colide y = temp1 + 9: x = temp2 - 7 if y > x && temp1 < temp2 then y = temp3 -13: x = temp4 -10: if temp3 > x && y < temp4 then return 1 return 0 rem p0 width 9, p0 height -13 rem px width -7, px height -10 Hit_Multi_Sprite.bin 2 Quote Share this post Link to post Share on other sites
+Gemintronic #2 Posted February 19 I know gosubs have overhead.. what about functions? Quote Share this post Link to post Share on other sites
bogax #3 Posted yesterday at 01:33 AM On 2/19/2021 at 6:47 AM, Gemintronic said: I know gosubs have overhead.. what about functions? Functions are gosubs with additional overhead They always pass two parameters whether you specify them or not (but bB is likely to complain if you don't pass any parameters) You can sometimes sort of use them in place of an operand or an expression But I'd just use a subroutine. More predicable. Functions are so finicky they're almost (but not quite) useless Subroutines have overhead, but not much. A gosub uses 12 cycles and two bytes of the stack a = b + c uses 11 cycles Depending on the kernel, the stack might be only 6 bytes so you could only go 3 levels deep provided you don't use any expressions that use stack (and I think drawscreen goes 3 deep) And the way bB uses the stack in expressions is all kinds of goofy 1 1 Quote Share this post Link to post Share on other sites