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Messages - Jerros

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136
Uhu, but you don't have controle while the "redraw-sprite" routine is going on.
So I'd have to increment the y-coordinate, then check for a button, then inc. Y again ect?
The redraw routine would take very long when there are lots of sprites to redraw, and the keypress of the user wouldn't be registerd on the exact time I put a "check keypress" routine between the redraw routines...
And whats the Key command to check if a button is held down, not just pressed?
The whole "perform scripts while a button is pressed down and do something else if not" concept is unfamiliar to me...

More specifically, how to handle multiple sprites???

Also, there's still the problem of how I manage multiple sprites that way...
I want it to be possible to scroll down a number of sprites in a specific order with a varying time interval between them that I can set.

I hope I'm clear (probably not...) and I appreciate your help.

Thank you for your reply!

137
Title says it all...
I'm making a game in ASM, but I'm really new to programming, and I can't make a proper working piece of scipt that scrolls sprites down the screen.
I'm making a guitar-hero like game, where "O" start at the top of the screen, scroll down at a certain speed, and when the "O" matches an "O" in the bottom of the screen, you must press a certain button.

Requirements are:

- It must be possible to drop down some "O" sprites in a specific order, not just randomly. So I can determine the time between each "O" falling down.
- While the "O" is dropping, the Calc must still respond to a keypress, and execute a script when a button is pressed (to see if you pressed the right button at the right time, and increase/decrease score accordingly).

I hope I've been clear about what i'm trying to do.
If anyone could help me out by giving tips, or making a small script that performs a piece of what I want, it'd be a great help!

Thanks in advance!

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