.RACER3D
[3C7E427EFF99FF42]->PIC1
"SCORE:"->STR1
"GAME OVER"->STR2
»Sci
Return!If Full
Fix 5
128->B
40->L
For(A,0,40)
rand^3-1+B->B->{L1+A}
End
ClrDraw
For(A,0,95)
Line(A,rand^4+21,A,24)
End
StorePic
3->Y->R
[neg]100->X
0->T
Repeat getKey(15)
.MOVE
If getKey(2)
X+2->X
Horizontal +
Line(0,24,0,rand^4+21)
StorePic
End
If getKey(3)
X-2->X
Horizontal -
Line(95,24,95,rand^4+21)
StorePic
End
.SCORE
!If T+1->T^32
L-1->L
End
Text(0,0,STR1)
Text(22,0,T->DEC)
.SHIFT
conj(L1+39,L1+40,40)[radians]
If {L1}<5
{L1}+5->{L1}
End
If {L1}>250
{L1}-5->{L1}
End
rand^3-1+Y+{L1}->{L1}
DS<(R,14)
rand^5-2->Y
End
.DRAW
If Z=0->Z
For(A,0,39)
A+24->B
A/2+{[root]^2A*10*4)+L1}+X->C
If C-A->E>1000
0->E
End
If C+L->F>1000
0->F
End
For(D,E,96)+1,F,96))
Pxl-On(D-1,B)
End
End
Pt-Change(42,55,PIC1)
DispGraph
.DEATH
If E>42 or (F<50)
For(A,1,7)
Pt-Change(42,55,PIC1)
DispGraph
Pause 1500
End
Fix 4
Text(32,13,STR2)
Repeat getKey(0)
End
ClrHome
Return
End
RecallPic
End:End
Label Q
Fix 4
.RACER3D
[00007E4242FFFF42]->PIC1
"SCORE:"->STR1
"GAME OVER"->STR2
"DAVID GOMES"->STR3
Label 1
ClrDraw
ClrHome
Text(0,0,"RACER 3D
Text(0,10,"1:PLAY
Text(0,20,"2:ABOUT
Text(0,30,"3:HELP
Text(0,40,"4:QUIT
Repeat getKey->Z
End
If Z=26
ClrHome
Disp "DAVID
Repeat getKey
End
Goto 1
End
If Z=18
ClrHome
ClrDraw
Repeat getKey->Z
End
Goto 1
End
If Z=35
ClrHome
Disp "STOP...
Repeat getKey
End
Goto 1
End
If Z=34
Return!If Full
Fix 5
128->B
40->L
For(A,0,40)
rand^3-3-1+B->B->{L1+A}
End
For(A,0,95)
Line(A,rand^4+21,A,24)
End
StorePic
3->Y->R
[neg]100->X
0->T
Repeat getKey(15)
.MOVE
If getKey(2)
X+2->X
Horizontal +
Line(0,24,0,rand^4+21)
StorePic
End
If getKey(3)
X-2->X
Horizontal -
Line(95,24,95,rand^4+21)
StorePic
End
.SCORE
!If T+1->T^32
L-1->L
End
Text(0,0,STR1)
Text(22,0,T->DEC)
.SHIFT
conj(L1+39,L1+40,40)[radians]
If {L1}<5
{L1}+5->{L1}
End
If {L1}>250
{L1}-5->{L1}
End
rand^3-1+Y+{L1}->{L1}
DS<(R,14)
rand^5-2->Y
End
.DRAW
If Z=0->Z
For(A,0,39)
A+24->B
A/2+{[root]^2A*10*4)+L1}+X->C
If C-A->E>1000
0->E
End
If C+L->F>1000
0->F
End
For(D,E,96)+1,F,96))
Pxl-On(D-1,B)
End
End
Pt-Change(42,55,PIC1)
DispGraph
.DEATH
If E>42 or (F<50)
For(A,1,7)
Pt-Change(42,55,PIC1)
DispGraph
Pause 250
End
Fix 4
ClrHome
Text(0,0,STR2
Text(0,20,STR1
Text(0,30,T->DEC
Text(50,55,STR3
Pause 9999
Pause 9999
Repeat getKey(0)
End
ClrHome
Return
End
RecallPic
End:End
Label Q
Fix 4
End
I was actually considering doing something like this for my first try in Axe programming.
It'll be interesting to see what you do with it.
A Title Screen was also added, working. The About and Help: Working.Ah nice. I am curious about how it looks like. :)
Ah nice. I am curious about how it looks like. :)
To add:
*Turning Speed (Easy)
- Yeah, it shouldnt be a problem.
*Different Cars (Medium Difficulty)
- I dont know how Quigibo designed the collision system. Maybe another
car sprite could crash by itself. Anyway yes, medium difficultly.
*Making the user go back to the title screen when the game ends (Medium Difficulty)
- Its very easy. ;)
*Adding difficulty levels (Hard)
- Do you mean you remove the random street system and use particular routes instead of it?
As you think, this would be hard for you.
*Adding an inverted mode, where you drive the car outside the track and if you enter the track you lose (ah, this looks promising) (Expert Level)
- It would be very easy, would it? Its no problem if Quigibo used a pixeltest collision,
cause then you just have to use DrawInv.
.DEATH
If E>42 or (F<50)
For(A,1,7)
Pt-Change(42,55,PIC1)
DispGraph
Pause 250
End
Fix 4
ClrHome
Text(0,0,STR2
Text(0,20,STR1
Text(0,30,T->DEC
Text(50,55,STR3
Pause 9999
Pause 9999
Repeat getKey(0)
End
ClrHome
Return
End
E>42 or (F<50)
.:Lbl 1
:ClrDraw
:ClrHome
:Output(0,0,"RACER 3D: REPLAY
:Text(0,15,"1:PLAY
:Text(0,25,"2:ABOUT
:Text(0,35,"3:HELP
:Text(0,45,"4:QUIT
:2->S
:Text(30,15,"5:TURN SPEED +
:Text(30,25,"6:TURN SPEED -
:Text(30,35,S
:Repeat getKey->Z
:End
:If Z=26
:ClrHome
:Output(0,0,"RACER 3D: REPLAY
:Text(0,15,"GAME BY:
:Text(0,35,"-DAVID
:Text(0,45,"-QUIGIBO
:Repeat getKey
:End
:Goto 1
:End
:If Z=18
:ClrHome
:Disp "HELP
:Repeat getKey
:End
:Goto 1
:End
:If Z=35
:ClrHome
:Goto 2
:End
:Repeat getKey
:End
:If Z=27
:S+1->S
:If Z=19
:S-1->S
:End
:Repeat getKey
:End
:If Z=34
// GAME CODE
:Lbl 2 // This is the last line of code so that the quit button in the title screen quits the program
:Text(30,35,S should be :Text(30,35,S>Dec or it will just show tons o' gibberish. What the >Dec does is displays S as a decimal, not as a string pointed to by the value of S.
just in case that's giving you problems too :P
This is lookin' sweet! B)
Another cool thing to do would be to scale the size of the city in the background as you drive. Just add an extra layer of pixels to the top of all of the buildings when the score reaches a certain modulus.
You have to backup stuff in your pc... oh well... have fun doing it again.
well, in axe, you can back it up as an appvar :D
well, sorry to hear of the loss. Hope you get it worked out :(
In my opinion, I think you crash a little to early in your screenshots. It doesn't really give a sense of the learning curve.
Try something like this:
(http://img.removedfromgame.com/imgs/1289348352-Racer3D.gif)
I lose to show you my game over screen and the fact it goes back to the title screen.
BTW, break my 1874 record ;)
I lose to show you my game over screen and the fact it goes back to the title screen.
BTW, break my 1874 record ;)
Oh, okay.
BTW: I only got to 1724. I had fun cheating to get there, though. Good job on the game.
Also, is the path random?
Nice, my suggestion would be to increase the background speed when you change the turning speed, so it looks more realistic when turning incredibly fast or slow. Also make sure that when pressing arrows it doesn't exit the title screen.
Hmm I think you absolutely need rechargeable batteries and I don't think the Nspire can recharge them via USB. If I remember, it was possible to use the Nspire in USB mode without using battery power, though.
Sorry to hear. I hope you can get some soon.
Sorry to hear. I hope you can get some soon.
Nice. :)
I like putting the Turning Speed to 65535. ;D
.MOVE
If getKey(2)
X+2->X
Horizontal +
Line(0,24,0,rand^4+21)
StorePic
End
If getKey(3)
X-2->X
Horizontal -
Line(95,24,95,rand^4+21)
StorePic
End
What would it refer to out of context? ;D
is it an english expression/idiom I am unfamiliar with? Or is it more like most of the IRC quotes from #omnimaga? ;D
What would it refer to out of context? ;D
is it an english expression/idiom I am unfamiliar with? Or is it more like most of the IRC quotes from #omnimaga? ;D
http://www.urbandictionary.com/define.php?term=get%20some
;D
So do I, it's very weird. 65534 works too, when you set speeds above 20, press right or left and you lose.
My doubt: change sprite temporarily
This is the MOVE code, strangely using the same as Quigibo's because it works very well!
Ok, I have two sprites:
[3C7E427EFF99FF42]
and
[00007E4242FFFF42]
(this are not the final sprites, this is just a test)
How could I make the second sprite be used only when you press left and right, and the first sprite when you are not pressing any of them.
I've tried many things, always giving me an error :S
[3C7E427EFF99FF42]=>Pic1NT (NT: Not-Turn)
[00007E4242FFFF42]=>Pic1T (T: Turn)
If getKey(2)+(getKey(3))
Pt-On(Xpos,Ypos,Pic1T)
Else
Pt-On(Xpos,Ypos,Pic1NT
End
So do I, it's very weird. 65534 works too, when you set speeds above 20, press right or left and you lose.
My doubt: change sprite temporarily
This is the MOVE code, strangely using the same as Quigibo's because it works very well!
Ok, I have two sprites:
[3C7E427EFF99FF42]
and
[00007E4242FFFF42]
(this are not the final sprites, this is just a test)
How could I make the second sprite be used only when you press left and right, and the first sprite when you are not pressing any of them.
I've tried many things, always giving me an error :S
Use something likeCode: [Select][3C7E427EFF99FF42]=>Pic1NT (NT: Not-Turn)
[00007E4242FFFF42]=>Pic1T (T: Turn)
If getKey(2)+(getKey(3))
Pt-On(Xpos,Ypos,Pic1T)
Else
Pt-On(Xpos,Ypos,Pic1NT
End
that would work, just add a DispGraph , else you wont see anything ;D
(PS: NP)
[00007E4242FFFF423C7E427EFF99FF42]→Pic1
Pt-On(X,Y,Pic1+A
If getKey(2)+(getKey(3))
8→A
Else
0→A
End
My suggestion: increase the starting difficulty and slow the difficulty gain. 0-1200 is a joke...it's boring to play through
I personally found the difficulty to be fine, although it might be good to maybe increase it anyway. Keep up the good work!
Aw right. Mhmm... if people look at the code, maybe they might be able to help you. I kinda forgot if Line( was the same as in BASIC.
.RACER3D
[3C7E427EFF99FF42]->PIC1
"SCORE:"->STR1
"GAME OVER"->STR2
"DAVID G."->STR3
2->S
Label 1
ClrDraw
ClrHome
Pause 500
Output(0,0,"RACER 3D: REPLAY
Text(0,15,"1:PLAY
Text(0,25,"2:ABOUT
Text(0,35,"3:HELP
Text(0,45,"4:QUIT
Text(40,15,"5:TURN SPEED +
Text(40,25,"6:TURN SPEED -
Text(40,35,S->DEC
Repeat getKey->Z
End
If Z=1
Goto 1
End
If Z=2
Goto 1
End
If Z=3
Goto 1
End
If Z=4
Goto 1
End
If Z=26
ClrHome
Output(0,0,"RACER 3D: REPLAY
Text(0,15,"GAME BY:
Text(0,30,"-QUIGIBO
Text(0,40,"-DAVID G.
Pause 15000
Goto 1
End
If Z=18
ClrHome
Output(0,0,"RACER 3D: REPLAY
Text(0,15,"HELP: TO DO
Pause 15000
Goto 1
End
If Z=35
Goto 2
End
If Z=27
1+S->S
Goto 1
End
If Z=19
S-1->S
Goto 1
End
If Z=34
Return!If Full
Fix 5
128->B
40->L
For(A,0,40)
PIC1->O
rand^3-1+B->B->{L1+A}
End
For(A,0,95)
Line(A,rand^4+21,A,24)
End
StorePic
3->Y->R
[neg]100->X
0->T
Repeat getKey->M
End
If M=23
Goto 1
End
Repeat getKey(15)
.MOVE
If getKey(2)
X+S->X
Horizontal +
Line(0,24,0,rand^4+21)
StorePic
End
If getKey(3)
X-S->X
Horizontal -
Line(95,24,95,rand^4+21)
StorePic
End
.SCORE
!If T+1->T^32
L-1->L
End
Text(0,0,STR1)
Text(22,0,T->DEC)
.SHIFT
conj(L1+39,L1+40,40)[radians]
If {L1}<5
{L1}+5->{L1}
End
If {L1}>250
{L1}-5->{L1}
End
rand^3-1+Y+{L1}->{L1}
DS<(R,14)
rand^5-2->Y
End
.DRAW
If Z=0->Z
For(A,0,39)
A+24->B
A/2+{[root]^2A*10*4)+L1}+X->C
If C-A->E>1000
0->E
End
If C+L->F>1000
0->F
End
For(D,E,96)+1,F,96))
Pxl-On(D-1,B)
End
End
Pt-Change(42,55,PIC1
DispGraph
.DEATH
If E>42 or (F<50)
For(A,1,7)
Pt-Change(42,55,PIC1)
DispGraph
Pause 250
End
Fix 4
ClrHome
Text(0,0,STR2
Text(0,20,STR1
Text(0,30,T->DEC
Text(50,55,STR3
Text(50,45,"QUIGIBO
Pause 9999
Goto 1
End
RecallPic
End:End
Label Q
Fix 4
End
Label 2
(full of bad habits this code, I like it, though)1*1? O.o
um, you can do that by Pxl-On(Xpos,Ypos) ;D, you dont have to use Rect(
I used for the road width:Code: [Select]21->r6
-----
0->r5
repeat getkey(15)
r5+1->r5
if r5=100
r6-1->r6
0->r5
end
(...)
rand^4+r6->L
line(0,24,0,L)
I think that's enough...
else, take a look at the code of tunnel3d
EDIT: 100th PosT! (>^_^)==== (PEEEEP)
But why would you use rectangles this small instead of just using a rectangle that is the width of the track and 1 pixel height? You might as well use Pxl-On otherwise.1*1? O.o
Rectangles, 1px by 1px :s
/me thinks Quigibo should post how he did it...
If i am understanding correctly, all he did was replace
Line(X1,Y,X2,Y
with
Rect(X1,Y,X2-X1,1
If i am understanding correctly, all he did was replaceAh ok. My code was different because I was using the latest 8xp download, which was a while ago. Hopefully it can run faster. I wonder if in my case it was slower only because there was a rand instruction inside the Line() command?
Line(X1,Y,X2,Y
with
Rect(X1,Y,X2-X1,1
Nice to see some progress on this. How long until a BETA?
Nice to see updates! ALso it looks nice so far. :) However the background sometimes scrolls in the wrong direction. ???
nice! I really like the turbo and first person!
great job. ;)
thats good ldea, causse I really like First-Person stuff. ;)
This has actually come along quite nicely. Nice to see updates, I'll definitely download this. Nice work, Scout!
Yeah I was a bit busier so I didn't have time to try this game, as well as about 40 other games/versions I have saved on my computer desktop over the last month or so. I hate work schedules where you only have one day off at once instead of 2 in a row. X.x
Returning to topic, Racer3D: Replay is a bit dead now, I haven't worked on it for a week.The first thing you need to consider is that the drawing of Pic1 at (0,0) is still there, even after you draw it again.
I have an Axe Doubt now:
I have Pic1 in coordenates(0,0,).
Now, I want Pic1 to move 10pixels right, every time I press the key right (which is getkey(3)).
I want it to move without any animation, just move. Any ideas?
:[38107C1010282828->Pic1
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey->Z
:End
:If Z=2
:Pt-Off(0,0
:Pt-Change(0,10,Pic1
:End
Returning to topic, Racer3D: Replay is a bit dead now, I haven't worked on it for a week.The first thing you need to consider is that the drawing of Pic1 at (0,0) is still there, even after you draw it again.
I have an Axe Doubt now:
I have Pic1 in coordenates(0,0,).
Now, I want Pic1 to move 10pixels right, every time I press the key right (which is getkey(3)).
I want it to move without any animation, just move. Any ideas?
So (unless you want the old one to remain) you have to do one of two things: (There might be more, these are the two that have occurred to me.)
1) Store a copy of the screen before Pic1 was drawn at all to, say, L3 (the backbuffer). Draw Pic1. When you want to move Pic1, copy the backbuffer to the main buffer. This will effectively remove Pic1 from the screen. You can now draw Pic1 in its new location.
2) When you want to move Pic1, redraw whatever was underneath it. (If it was a tile, redraw it. If you can't redraw it so easily, you'll have to find a way to "grab" what was being covered and draw that when Pic1 moves.) Pic1 is removed from the screen and you can redraw it.
:[38107C1010282828->Pic1
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey(3)
:Pt-Off(0,0
:Pt-Change(0,10,Pic1
:End
Now, I want Pic1 to move 10pixels right, every time I press the key right (which is getkey(3)).However, what your code would do if that were valid syntax (see what I said on Pt-Off( above) is this:
I misread your code a bit, sorry.Now, I want Pic1 to move 10pixels right, every time I press the key right (which is getkey(3)).However, what your code would do if that were valid syntax (see what I said on Pt-Off( above) is this:
XOR Pic1 at (0,0) (equivalent to just drawing it if the area is empty)
Erase Pic1 at (0,0)
Until you press right, flash Pic1 at (0,10) (I think you mean (10,0). The Pt- commands take their arguments as X,Y,SPRITE)
Getkey with a number in parhentesis at the end is indeed what you use if you want to have multiple keypresses. For example, getkey(54) will check if 2ND is pressed. It will return 1 if it is and 0 if it isn't.
However, I think for multiple keypresses in a loop you would need to do the following:
Repeat getKey(3) and (getkey(4))
because of an axe glitch or something.
Could you explain in more details what you are trying to do?
Also I hope this projects continues again soon. :)
also, turn off full speed mode before that method of getting a key, it will return 1 if a key in it's group is pressed, not just the unique key itself.Didn't Quigibo fix the delay in 15 Mhz mode? ???
:[38107C1010282828->Pic1
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey(3)
:Pt-Off(0,0,Pic1
:Pt-Change(0,10,Pic1
:End
So, as I said before, Pt-Off( actually still draws the sprite, it just clears what's behind it first ;DCode: [Select]:[38107C1010282828->Pic1
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey(3)
:Pt-Off(0,0,Pic1
:Pt-Change(0,10,Pic1
:End
Back to code.. How's that?
:[38107C1010282828->Pic1
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey(3)
:ClrDraw
:Pt-Change(0,10,Pic1
:DispGraph
:End
yes
That would pretty much be the same thing, aside from the you rule part ???yes
That's a very uncomprehensible reply now, is that a 'yes it works very good scoutDavid, you rule'?
That would pretty much be the same thing, aside from the you rule part ???yes
That's a very uncomprehensible reply now, is that a 'yes it works very good scoutDavid, you rule'?
yes, that should work.
|| |||
(better now? vvvvv
That would pretty much be the same thing, aside from the you rule part ???yes
That's a very uncomprehensible reply now, is that a 'yes it works very good scoutDavid, you rule'?
It was, of course, a joke. I'm now printing this code and will then implement it in my code.
Now, I still have to divide a 16*16 sprite I have into 4 8*8 sprites to make a loading screen (not needed but it's professional)
That would pretty much be the same thing, aside from the you rule part ???yes
That's a very uncomprehensible reply now, is that a 'yes it works very good scoutDavid, you rule'?
It was, of course, a joke. I'm now printing this code and will then implement it in my code.
Now, I still have to divide a 16*16 sprite I have into 4 8*8 sprites to make a loading screen (not needed but it's professional)
USE lordconiupiters 16*16 sprite drawing routine, if you dont use grayscale.
Link: in a minute
The first thing you need to consider is that the drawing of Pic1 at (0,0) is still there, even after you draw it again.This is the "method" I mentioned ;)
So (unless you want the old one to remain) you have to do one of two things: (There might be more, these are the two that have occurred to me.)
1) Store a copy of the screen before Pic1 was drawn at all to, say, L3 (the backbuffer). Draw Pic1. When you want to move Pic1, copy the backbuffer to the main buffer. This will effectively remove Pic1 from the screen. You can now draw Pic1 in its new location.
I reread the thread and couldn't find your 'methods', so here is a new idea:That should work, but I don't think it does what you originally intended. When you run it, what you will see is Pic1 appearing quickly once then disappearing at (0,0), and then it will display at (0,10), 10 pixels down, until you press right.Code: [Select]:[38107C1010282828->Pic1
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey(3)
:ClrDraw
:Pt-Change(0,10,Pic1
:DispGraph
:End
I added ClrDraw, that could work, right?
That should work, but I don't think it does what you originally intended. When you run it, what you will see is Pic1 appearing quickly once then disappearing at (0,0), and then it will display at (0,10), 10 pixels down, until you press right.
:[38107C1010282828->Pic1
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey(3)
:ClrDraw
:Pt-Change(0,10,Pic1
:DispGraph
:End
My confusion is that I thought you wanted it to start at (0,0) and only move to (10,0) after you press right. I thought that, after that, you wanted it to continue to move right every time you pressed right.
:[38107C1010282828->Pic1
:10->A
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey(3)
:ClrDraw
:Pt-Change(0,A,Pic1
:A+10->A
:DispGraph
:If A>=MAX
:0->A
:End
:End
:[38107C1010282828->Pic1
:10->A
:Lbl 0
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey->Z
:End
:If Z!=3
:Goto 0
:End
:ClrDraw
:Pt-Change(0,A,Pic1
:A+10->A
:DispGraph
:If A>79
:0->A
:End
:End
:[38107C1010282828->Pic1
:10->A
:Lbl 0
:Pt-Change(0,0,Pic1
:DispGraph
:Repeat getKey(15)
:Goto 2
:End
:Lbl 2
:Repeat getKey->Z
:If Z!=3
:Goto 0
:End
:If Z=3
:ClrDraw
:Pt-Change(0,10,Pic1
:End
:Repeat getKey->Z
:End
:While Z!=15
:If Z=3
:ClrDraw
:Pt-Change(0,10,Pic1
:End
:.PICTEST
:[38107C1010282828→Pic1
:0→A
:Lbl 0
:ClrDraw
:ClrHome
:Pt-Change(0,0,Pic1
:DispGraph
:Lbl 1
:If A>99
:0→A
:ClrDraw
:Pt-Change(A,0,Pic1
:DispGraph
:End
:If A<0
:90→A
:ClrDraw
:Pt-Change(A,0,Pic1
:DispGraph
:End
:Repeat getKey→Z
:End
:Repeat getKey(15)
:If Z=3
:ClrDraw
:A+10→A
:Pt-Change(A,0,Pic1
:DispGraph
:Goto 1
:End
:If Z=2
:ClrDraw
:A-10→A
:Pt-Change(A,0,Pic1
:DispGraph
:Goto 1
:End
:End
:Lbl 2
In Axe, just about all mathematics and comparsions are, by default, unsigned. And in an unsigned system, you can never have a value less than zero. What you need is a signed comparison.
:If -B>0
#DO CODE
:End
:If -B>>0
:.code :P
:End
he means >> and <<. the signed comparisons.
hmm, should be in that axe commands sheet that comes with the download...
So, Scout, could you correct your code with that knowledge so we can look at it again? :)
:.PICTEST
:[38107C1010282828→Pic1
:0→A
:Lbl 0
:ClrDraw
:ClrHome
:Pt-Change(0,0,Pic1
:DispGraph
:Lbl 1
:If A>99
:0->A
:ClrDraw
:Pt-Change(A,0,Pic1
:DispGraph
:End
:If -A>>0
:90->A
:ClrDraw
:Pt-Change(A,0,Pic1
:DispGraph
:End
:Repeat getKey→Z
:End
:Repeat getKey(15)
:If Z=3
:ClrDraw
:A+10->A
:Pt-Change(A,0,Pic1
:DispGraph
:Goto 1
:End
:If Z=2
:ClrDraw
:A-10->A
:Pt-Change(A,0,Pic1
:DispGraph
:Goto 1
:End
:End
:Lbl 2
:If A>99
If A is -10, '>' sees it as... a really big positive number (without going too much in depth), which is greater than 99.:If A>>99
Code: [Select]:If A>99
If A is -10, '>' sees it as... a really big positive number (without going too much in depth), which is greater than 99.
Then it sets A to 0, so your second condition is never true.
It should be:Code: [Select]:If A>>99
Hope this helps ;D
// IF A IS MINOR THAN O
90->A
ClrDrwa
Pt-Change(A,0,Pic1
DispGraph
End
If A<<0
90->A
ClrDraw
Pt-Change(A,0,Pic1
DispGraph
End
:.PICTEST
:[38107C1010282828→Pic1
:0→A
:Lbl 0
:ClrDraw
:ClrHome
:Pt-Change(0,0,Pic1
:DispGraph
:Lbl 1
:If A>>99
:0→A
:ClrDraw
:Pt-Change(A,0,Pic1
:DispGraph
:End
:If A<<0
:90→A
:ClrDraw
:Pt-Change(A,0,Pic1
:DispGraph
:End
:Repeat getKey→Z
:End
:Repeat getKey(15)
:Z=3
:ClrDraw
:A+10→A
:Pt-Change(A,0,Pic1
:DispGraph
:Goto 1
:End
:If Z=2
:ClrDraw
:A-10→A
:Pt-Change(A,0,Pic1
:DispGraph
:Goto 1
:End
:Lbl 2
You lost the If before Z=3. Which means you're also missing an End to close the loop it's in.
I seemed to have missed the answering of this question, but I'm glad everything got resolved :) (Congrats Runer)
Good luck on the rest of this project! :D
True, I'm glad many people try to help others. I remember a few years ago when someone asked a question or did a mistake, he would be looked upon or be told to search, even if it's nearly impossible to search for the answer, and now it's the opposite. It's still good to do a search before asking, but it's also good to know that others want to help if they can and have time. :)
Sorry to hear, didn't you have a backup elsewhere, though? You should always have backups of your stuff on a flash drive or a computer, not just the calc, otherwise you're playing with fire with your projects.
Ah ok, well at least I'm glad a version is intact. Are you planning to upload somewhere, by the way? (like Omni downloads section or ticalc) You would need to add Quigibo as author, though.
Ah right I forgot I removed the author field. It was too buggy and is the reason why the old download section was discontinued. It won't let me move files uploaded in the wrong directory like SpriteLib...
Cool! I just saw this in the downloads section, and I'm impressed! Nice job Scout!
looks great