Sprites
Posted: Fri Oct 20, 2023 7:46 pm
Hi,
Can QPTR SPRITES, be used in games?
Can QPTR SPRITES, be used in games?
Code: Select all
100 REMark Test whether QPTRsprites are any good for animation....
110 spr32=ALCHP(SPRSP(20,10))
120 REMark define a sprite for mode we're in
130 SPHDR spr32;20,10,0,0;RMODE
140 linum% = 0
150 SPLIN spr32,linum%,' uu '
160 SPLIN spr32,linum%,' u yy u '
170 SPLIN spr32,linum%,' w yy w '
180 SPLIN spr32,linum%,' wuuwwuuw '
190 SPLIN spr32,linum%,' yyyy '
200 SPLIN spr32,linum%,' ayyyya '
210 SPLIN spr32,linum%,' aayyyyaa '
220 SPLIN spr32,linum%,'a aayyaa a'
230 SPLIN spr32,linum%,'a ayyyya a'
240 SPLIN spr32,linum%,'aaauuuuaaa'
250 :
260 REMark Now the keyboard loop
270 x% = 100 : y% = 100
280 REMark set up a background buffer
300 buffer = PSAVE (0; 0, 0; 20, 10, 100, 100; 20, 10)
310 REPeat k_loop
320 k = KEYROW(1)
340 xold% = x% : yold% = y%
350 SELect ON k
360 =8: EXIT k_loop :REMark ESC pressed
370 =1: REMark ENTER
380 =2: x% = x% - 2: REMark LEFT
390 IF x% < 0 : x% = 0
400 =16: x% = x% + 2 : REMark right
410 IF x% > 512 : x% = 512
420 =128: y% = y% + 2 : REMark down
430 IF y% > 256 : y% = 256
440 =4: y% = y% - 2: REMark up
450 IF y% < 0 : y% = 0
460 END SELect
470 REMark restore screen under sprite, keep buffer
480 PREST buffer, 0, 0; 20, 10; xold%, yold%; 1
490 REMark Now save area under new sprite
500 dummy = PSAVE(buffer; 0, 0; 20, 10; x%, y%)
510 REMark and display the sprite
520 WSPRT x%, y%, spr32
530 REMark wait a tick to slow down the computer
540 SUSJB -1,1
550 END REPeat k_loop