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Batari, a quick question


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#1 jbs30000 OFFLINE  

jbs30000

    Moonsweeper

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Posted Tue May 20, 2008 11:28 PM

In a post a few months ago you were talking about new options for working with missiles that might be possible with the next kernel, and you said:

View Postbatari, on Sat Mar 15, 2008 1:38 AM, said:

I had to go back and look at my code to remember what I did.

If you use a vector, you lose the ball, and it appears that you can only use player1 or missile1. Also, using a vector seems to prevent you from using a multicolored P1. However, if shifting the missile per line, you can turn the missile on and off per line as well.

You can use the above to make the missile into a "fake player" (for example, a 4-wide missile shifted per line might resemble a lightning bolt, similar to that in Tossing Cookies.)

You should be able to vary the missile width per scanline, either 1, 2, 4 or 8 wide per scanline instead of shifting, but it appears that you will lack the ability to turn the missile on and off if you do this. I need to do a little more work to get this part working, but in theory it should work.

If you wish to use player1 shifted per-line, use of missile1 is limited in sort of a weird way. I'll get into that later.

I probably should attempt to integrate this into a beta release of bB so people can play with them and report bugs.

Lastly, I am now thinking that "vectors" are not a good name for these, because the term has another distinct meaning in programming. Any suggestions for another name?
In the above, I bolded and underlined the part of your quote I have a question about.
Are you saying that if you have a missile that is more than 1 pixel high, then you can independent width control on each row that the missile occupies?

#2 batari OFFLINE  

batari

    )66]U('=I;B$*

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Posted Wed May 21, 2008 12:19 AM

View Postjbs30000, on Wed May 21, 2008 12:28 AM, said:

In a post a few months ago you were talking about new options for working with missiles that might be possible with the next kernel, and you said:

View Postbatari, on Sat Mar 15, 2008 1:38 AM, said:

I had to go back and look at my code to remember what I did.

If you use a vector, you lose the ball, and it appears that you can only use player1 or missile1. Also, using a vector seems to prevent you from using a multicolored P1. However, if shifting the missile per line, you can turn the missile on and off per line as well.

You can use the above to make the missile into a "fake player" (for example, a 4-wide missile shifted per line might resemble a lightning bolt, similar to that in Tossing Cookies.)

You should be able to vary the missile width per scanline, either 1, 2, 4 or 8 wide per scanline instead of shifting, but it appears that you will lack the ability to turn the missile on and off if you do this. I need to do a little more work to get this part working, but in theory it should work.

If you wish to use player1 shifted per-line, use of missile1 is limited in sort of a weird way. I'll get into that later.

I probably should attempt to integrate this into a beta release of bB so people can play with them and report bugs.

Lastly, I am now thinking that "vectors" are not a good name for these, because the term has another distinct meaning in programming. Any suggestions for another name?
In the above, I bolded and underlined the part of your quote I have a question about.
Are you saying that if you have a missile that is more than 1 pixel high, then you can independent width control on each row that the missile occupies?
Yep :)

#3 jbs30000 OFFLINE  

jbs30000

    Moonsweeper

  • 459 posts

Posted Wed May 21, 2008 12:58 AM

Wow, that sounds great. Actually, after looking at my post again, I'm surprised that you understood what I was asking :D.
"you can independent width control..."
should have been "you can have independent width control..."




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