Edited by Random Terrain, Tue Oct 21, 2008 5:53 AM.
Posted Tue Oct 21, 2008 3:50 AM
Edited by Random Terrain, Tue Oct 21, 2008 5:53 AM.
Posted Tue Oct 21, 2008 6:29 AM
Random Terrain, on Tue Oct 21, 2008 5:50 AM, said:
Posted Tue Oct 21, 2008 7:55 AM
Robert M, on Tue Oct 21, 2008 7:29 AM, said:
Posted Tue Oct 21, 2008 9:29 AM
Edited by yuppicide, Tue Oct 21, 2008 9:30 AM.
Posted Tue Oct 21, 2008 7:28 PM
Random Terrain, on Tue Oct 21, 2008 9:55 AM, said:
Robert M, on Tue Oct 21, 2008 7:29 AM, said:
rem * rotate objects to get flickery mixed colors. temp = ballx ballx = missile0x missile0x = missile1x missle1x = temp temp = bally bally = missile0y missile0y = missile1y missile1y = temp rem * rotatecount keeps track of which screen object is used to draw each game object. rem * rem * rotatecount = 0 means ball = P0 shot, M0 = P1 shot, M1 = treasure rem * rotatecount = 1 means ball = P1 shot, M0 = treasure, M1 = P0 shot rem * rotatecount = 2 means ball = treasure, M0 = P0 shot, M1 = P1 shot if rotatecount then rotatecount = rotatecount - 1 else rotatecount = 2 drawscreen rem * Jump to routine to map ball, m0 and m1 collisions to the objects they represent this frame. on rotatecount goto collisonmap1 collisionmap2 collisionmap3
Posted Tue Oct 21, 2008 8:21 PM
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