Author Topic: [Help plz] Sprite allong a line.  (Read 9095 times)

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Offline AngelFish

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Re: [Help plz] Sprite allong a line.
« Reply #15 on: January 12, 2011, 06:46:05 pm »
Michael's code *is* Bresenham's Line algorithm.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline Happybobjr

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Re: [Help plz] Sprite allong a line.
« Reply #16 on: January 12, 2011, 06:47:37 pm »
I think i need to sleep now.  I am not processing this well.
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Offline nemo

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Re: [Help plz] Sprite allong a line.
« Reply #17 on: January 12, 2011, 06:47:40 pm »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.


Offline Happybobjr

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Re: [Help plz] Sprite allong a line.
« Reply #18 on: January 12, 2011, 06:49:24 pm »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.

I haven't been in calculus yet.
*yaa summer school ;)  (getting ahead, not catching up)
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Offline Michael_Lee

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Re: [Help plz] Sprite allong a line.
« Reply #19 on: January 12, 2011, 06:51:23 pm »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.

Wouldn't that get you a fraction?
Or does it round well?
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Offline Happybobjr

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Re: [Help plz] Sprite allong a line.
« Reply #20 on: January 12, 2011, 06:57:48 pm »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.

Wouldn't that get you a fraction?
Or does it round well?
sin and cos return -127 through 128 (or something like that)
Edit: *In axe
« Last Edit: January 12, 2011, 06:58:07 pm by happybobjr »
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Offline Michael_Lee

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Re: [Help plz] Sprite allong a line.
« Reply #21 on: January 12, 2011, 07:07:09 pm »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.

Wouldn't that get you a fraction?
Or does it round well?
sin and cos return -127 through 128 (or something like that)
Edit: *In axe

*Facepalm

My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
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Croquette:
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Offline Quigibo

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Re: [Help plz] Sprite allong a line.
« Reply #22 on: January 12, 2011, 07:13:13 pm »
You shouldn't need any complex line algorithm.  Try this, it should animate the sprite "Pic1" moving from (X,Y) to (A,B) in S steps.

Code: [Select]
:A-X*256//S->C
:B-Y*256//S->D
:For(L,0,S)
:ClrDraw
:Pt-On(C*L//256+X,D*L//256+Y,Pic1)
:DispGraph
:Pause 50
:End

EDIT: Fixed, I forgot the divisions had to be signed.
« Last Edit: January 12, 2011, 07:28:17 pm by Quigibo »
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Offline Happybobjr

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Re: [Help plz] Sprite allong a line.
« Reply #23 on: January 12, 2011, 08:08:11 pm »
* happybobjr hugs Quigibo
I appreciate this so much.
I would have spent many frustrated hours trying to figure all this out
« Last Edit: January 12, 2011, 08:08:21 pm by happybobjr »
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Offline DJ Omnimaga

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Re: [Help plz] Sprite allong a line.
« Reply #24 on: January 13, 2011, 12:33:19 am »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.

Wouldn't that get you a fraction?
Or does it round well?
sin and cos return -127 through 128 (or something like that)
Edit: *In axe

*Facepalm


No, not on Omnimaga.
« Last Edit: January 13, 2011, 12:33:34 am by DJ Omnimaga »
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SirCmpwn

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Re: [Help plz] Sprite allong a line.
« Reply #25 on: January 13, 2011, 12:51:39 am »
Here's an easy solution:
Draw the line on the backbuffer.  Then, use a loop with pixel testing on the back buffer to determine where to draw the sprite next.

Offline Michael_Lee

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Re: [Help plz] Sprite allong a line.
« Reply #26 on: January 13, 2011, 01:49:39 am »
or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment.

Wouldn't that get you a fraction?
Or does it round well?
sin and cos return -127 through 128 (or something like that)
Edit: *In axe

*Facepalm


No, not on Omnimaga.
I am not allowed to express disgust at my own stupidity on Omnimaga?  Oh.
* Michael_Lee shrugs

@SirCmpwn and Quigbo: Those are awesome solutions!  I never would have thought of them.
« Last Edit: January 13, 2011, 01:52:05 am by Michael_Lee »
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Offline DJ Omnimaga

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Re: [Help plz] Sprite allong a line.
« Reply #27 on: January 13, 2011, 02:01:32 am »
Oh, it was because it was pretty hard to detect if the facepalm was directed at yourself or happybobjr. In the first case it might be fine, although in your case it was not clear because Facepalm is all that your post contained, so it's subject to misinterpretation from other people, who might think it's directed at Happybobjr (and see it as out of line)
« Last Edit: January 13, 2011, 02:03:35 am by DJ Omnimaga »
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Offline Michael_Lee

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Re: [Help plz] Sprite allong a line.
« Reply #28 on: January 13, 2011, 02:11:33 am »
Oh, it was because it was pretty hard to detect if the facepalm was directed at yourself or happybobjr. In the first case it might be fine, although in your case it was not clear because Facepalm is all that your post contained, so it's subject to misinterpretation from other people, who might think it's directed at Happybobjr (and see it as out of line)
Huh.  I didn't even know that you could direct facepalm at others.  Well, lesson learned -- one-liners are subject to misinterpretation.
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Croquette:
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Offline DJ Omnimaga

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Re: [Help plz] Sprite allong a line.
« Reply #29 on: January 13, 2011, 02:17:02 am »
Yeah it's possible. If someone asks a question to gain help and you reply "*facepalm*", it generally implies you find the person stupid. Someone here did that once, although the thing is that someone might use Facepalm towards someone but not necessarily mean to be offensive. Since it can be, however, this is why I personally avoid using it or append something after it implying it was directed at me. Text can be confusing when it comes to transmitting emotions sometimes. X.x
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