Calculator Community > TI-BASIC

Jump Code Explanation

<< < (4/4)

parserp:
Basic? or Axe? do you want realistic gravity or no?

meishe91:
This is an incredibly late reply, and probably has been answered by now. But there are a couple ways that I can think of off the top of my head. Depending on how you are storing your map data you can check the spots above and below in a check before falling or going up another spot. You could also have your sprites have a constant spot that is either taken or not, depending if it is a "solid" block or not that you check. Same concept though. Anyways...ya.

dl:
i will try this when i get home

tpt1234567890:
should work, meishe91...

Navigation

[0] Message Index

[*] Previous page

Go to full version