Omnimaga

Calculator Community => TI Calculators => Axe => Topic started by: hellninjas on May 31, 2012, 11:15:00 am

Title: Never got around to asking :P
Post by: hellninjas on May 31, 2012, 11:15:00 am
How would I use the pxl-test( command to prevent my character from falling through pixels, with acceleration of course, x256.
Or is there another, possibly easy, way to do this?
Title: Re: Never got around to asking :P
Post by: Happybobjr on May 31, 2012, 11:37:39 am
uhh, divide by 256 to snap to a pixel.
From there, before you draw anything but the ground or solid platforms, use pxl-test(x,y+#)  the plus number will be different depending on the height of your sprite.  0 means no pixel there, 1 means pixel there
Title: Re: Never got around to asking :P
Post by: hellninjas on May 31, 2012, 11:44:34 am
So..

Code: [Select]
:If getKey(1) and (pxl-test(X/256,Y/256+4)=0)
???
Title: Re: Never got around to asking :P
Post by: Happybobjr on May 31, 2012, 11:53:14 am
probably not.  You said there is acceleration, which adds another dimension into it.


try...
:If getKey(1)
:*calculations in movement and stored to another variable, such as Z, as would be resulting location*
:If pxl-test(X/256,Z/256+4)=0
:Z->Y
:else
:Z + 256 -> Y
:end
:end

Try that.


you my need to change it to be relevant to your code.


Edit: added an example program.