Author Topic: Better way to moving 'sprites'  (Read 5290 times)

0 Members and 1 Guest are viewing this topic.

Offline RobinGravel

  • Newbie
  • Posts: 30
    • View Profile
Better way to moving 'sprites'
« on: August 07, 2021, 10:22:07 am »
I always do this when programming in QB.

I wonder if there is a way to improve it.

Code: QB64: [Select]
  1. 'Frpg3d
  2. X1 = 0: Y1 = 0: X2 = 7: Y2 = 7
  3. m = 4 + Int(((PMap(X2!, 0) - PMap(X1!, 0) + 1) * (1) + 7) / 8) * 4 * (PMap(Y2!, 1) - PMap(Y1!, 1) + 1)
  4. X1 = 0: Y1 = 0: X2 = 15: Y2 = 15
  5. m2 = 4 + Int(((PMap(X2!, 0) - PMap(X1!, 0) + 1) * (1) + 7) / 8) * 4 * (PMap(Y2!, 1) - PMap(Y1!, 1) + 1)
  6. X1 = 0: Y1 = 0: X2 = 15: Y2 = 31
  7. m4 = 4 + Int(((PMap(X2!, 0) - PMap(X1!, 0) + 1) * (1) + 7) / 8) * 4 * (PMap(Y2!, 1) - PMap(Y1!, 1) + 1)
  8.  
  9. Dim t1%(m), t2%(m), t3%(m), pl1%(m2), pl2%(m2), pl3%(m2), pl4%(m2), pl5%(m2)
  10. Dim pl6%(m2), pl7%(m2), pl8%(m2), pl9%(m2), pl10%(m2), mr01%(m2), mr02%(m2)
  11. Dim rd1%(m4), rd2%(m4), vd%(m4)
  12. 'tile 1
  13. x = 0: y = 0
  14. For z1 = 1 To 8
  15.     For z2 = 1 To 8
  16.         Read r
  17.         If r = 0 Then PSet (x, y), 8
  18.         If r = 1 Then PSet (x, y), 7
  19.         If r = 2 Then PSet (x, y), 15
  20.         x = x + 1
  21.     Next z2
  22.     x = 0: y = y + 1
  23. Next z1
  24. Get (0, 0)-(7, 7), t1%()
  25.  
  26. 'tile 2
  27. x = 0: y = 0
  28. For z1 = 1 To 8
  29.     For z2 = 1 To 8
  30.         Read r
  31.         If r = 0 Then PSet (x, y), 0
  32.         If r = 1 Then PSet (x, y), 8
  33.         If r = 2 Then PSet (x, y), 7
  34.         If r = 3 Then PSet (x, y), 15
  35.         x = x + 1
  36.     Next z2
  37.     x = 0: y = y + 1
  38. Next z1
  39. Get (0, 0)-(7, 7), t2%()
  40.  
  41. 'tile 3
  42. x = 0: y = 0
  43. For z1 = 1 To 8
  44.     For z2 = 1 To 8
  45.         Read r
  46.         If r = 0 Then PSet (x, y), 0
  47.         If r = 1 Then PSet (x, y), 7
  48.         If r = 2 Then PSet (x, y), 8
  49.         If r = 3 Then PSet (x, y), 15
  50.         x = x + 1
  51.     Next z2
  52.     x = 0: y = y + 1
  53. Next z1
  54. Get (0, 0)-(7, 7), t3%()
  55. 'plancher 1
  56. x = 0: y = 0
  57. For z1 = 1 To 16
  58.     For z2 = 1 To 16
  59.         Read r
  60.         If r = 0 Then PSet (x, y), 6
  61.         If r = 1 Then PSet (x, y), 4
  62.         x = x + 1
  63.     Next z2
  64.     x = 0: y = y + 1
  65. Next z1
  66. Get (0, 0)-(15, 15), pl1%()
  67. 'plancher 2
  68. x = 0: y = 0
  69. For z1 = 1 To 16
  70.     For z2 = 1 To 16
  71.         Read r
  72.         If r = 0 Then PSet (x, y), 6
  73.         If r = 1 Then PSet (x, y), 4
  74.         If r = 2 Then PSet (x, y), 8
  75.         x = x + 1
  76.     Next z2
  77.     x = 0: y = y + 1
  78. Next z1
  79. Get (0, 0)-(15, 15), pl2%()
  80. 'plancher 3
  81. x = 0: y = 0
  82. For z1 = 1 To 16
  83.     For z2 = 1 To 16
  84.         Read r
  85.         If r = 0 Then PSet (x, y), 8
  86.         If r = 1 Then PSet (x, y), 0
  87.         x = x + 1
  88.     Next z2
  89.     x = 0: y = y + 1
  90. Next z1
  91. Get (0, 0)-(15, 15), pl3%()
  92. 'plancher 4
  93. x = 0: y = 0
  94. For z1 = 1 To 16
  95.     For z2 = 1 To 16
  96.         Read r
  97.         If r = 0 Then PSet (x, y), 6
  98.         If r = 1 Then PSet (x, y), 4
  99.         If r = 2 Then PSet (x, y), 8
  100.         x = x + 1
  101.     Next z2
  102.     x = 0: y = y + 1
  103. Next z1
  104. Get (0, 0)-(15, 15), pl4%()
  105. 'plancher 5
  106. x = 0: y = 0
  107. For z1 = 1 To 16
  108.     For z2 = 1 To 16
  109.         Read r
  110.         If r = 0 Then PSet (x, y), 6
  111.         If r = 1 Then PSet (x, y), 4
  112.         If r = 2 Then PSet (x, y), 8
  113.         x = x + 1
  114.     Next z2
  115.     x = 0: y = y + 1
  116. Next z1
  117. Get (0, 0)-(15, 15), pl5%()
  118. 'plancher 6
  119. x = 0: y = 0
  120. For z1 = 1 To 16
  121.     For z2 = 1 To 16
  122.         Read r
  123.         If r = 0 Then PSet (x, y), 6
  124.         If r = 1 Then PSet (x, y), 4
  125.         If r = 2 Then PSet (x, y), 8
  126.         x = x + 1
  127.     Next z2
  128.     x = 0: y = y + 1
  129. Next z1
  130. Get (0, 0)-(15, 15), pl6%()
  131. 'plancher 7
  132. x = 0: y = 0
  133. For z1 = 1 To 16
  134.     For z2 = 1 To 16
  135.         Read r
  136.         If r = 0 Then PSet (x, y), 6
  137.         If r = 1 Then PSet (x, y), 4
  138.         If r = 2 Then PSet (x, y), 8
  139.         x = x + 1
  140.     Next z2
  141.     x = 0: y = y + 1
  142. Next z1
  143. Get (0, 0)-(15, 15), pl7%()
  144. 'plancher 8
  145. x = 0: y = 0
  146. For z1 = 1 To 16
  147.     For z2 = 1 To 16
  148.         Read r
  149.         If r = 0 Then PSet (x, y), 6
  150.         If r = 1 Then PSet (x, y), 4
  151.         If r = 2 Then PSet (x, y), 8
  152.         x = x + 1
  153.     Next z2
  154.     x = 0: y = y + 1
  155. Next z1
  156. Get (0, 0)-(15, 15), pl8%()
  157.  
  158. 'plancher 9
  159. x = 0: y = 0
  160. For z1 = 1 To 16
  161.     For z2 = 1 To 16
  162.         Read r
  163.         If r = 0 Then PSet (x, y), 6
  164.         If r = 1 Then PSet (x, y), 4
  165.         If r = 2 Then PSet (x, y), 8
  166.         x = x + 1
  167.     Next z2
  168.     x = 0: y = y + 1
  169. Next z1
  170. Get (0, 0)-(15, 15), pl9%()
  171. 'plancher 10
  172. x = 0: y = 0
  173. For z1 = 1 To 16
  174.     For z2 = 1 To 16
  175.         Read r
  176.         If r = 0 Then PSet (x, y), 6
  177.         If r = 1 Then PSet (x, y), 4
  178.         If r = 2 Then PSet (x, y), 8
  179.         x = x + 1
  180.     Next z2
  181.     x = 0: y = y + 1
  182. Next z1
  183. Get (0, 0)-(15, 15), pl10%()
  184. 'mur 1
  185. x = 0: y = 0
  186. For z1 = 1 To 16
  187.     For z2 = 1 To 16
  188.         Read r
  189.         If r = 0 Then PSet (x, y), 14
  190.         If r = 1 Then PSet (x, y), 8
  191.         x = x + 1
  192.     Next z2
  193.     x = 0: y = y + 1
  194. Next z1
  195. Get (0, 0)-(15, 15), mr01%()
  196. 'mur 2
  197. x = 0: y = 0
  198. For z1 = 1 To 16
  199.     For z2 = 1 To 16
  200.         Read r
  201.         If r = 0 Then PSet (x, y), 12
  202.         If r = 1 Then PSet (x, y), 8
  203.         x = x + 1
  204.     Next z2
  205.     x = 0: y = y + 1
  206. Next z1
  207. Get (0, 0)-(15, 15), mr02%()
  208. 'Rodan
  209. x = 0: y = 0
  210. For z1 = 1 To 32
  211.     For z2 = 1 To 16
  212.         Read r
  213.         If r = 0 Then PSet (x, y), 0
  214.         If r = 1 Then PSet (x, y), 10
  215.         If r = 2 Then PSet (x, y), 12
  216.         If r = 3 Then PSet (x, y), 15
  217.         If r = 4 Then PSet (x, y), 4
  218.         If r = 5 Then PSet (x, y), 9
  219.         If r = 6 Then PSet (x, y), 8
  220.         If r = 7 Then PSet (x, y), 1
  221.         x = x + 1
  222.     Next z2
  223.     x = 0: y = y + 1
  224. Next z1
  225. Get (0, 0)-(15, 31), rd1%()
  226. 'Rodan
  227. Restore Rodan
  228. x = 0: y = 0
  229. For z1 = 1 To 32
  230.     For z2 = 1 To 16
  231.         Read r
  232.         If r = 0 Then PSet (x, y), 0 Else PSet (x, y), 15
  233.         x = x + 1
  234.     Next z2
  235.     x = 0: y = y + 1
  236. Next z1
  237. Get (0, 0)-(15, 31), rd2%()
  238.  
  239. x = 0: y = 0
  240. For z1% = 1 To 7
  241.     For z2% = 1 To 8
  242.         Read r$
  243.         If r$ = "0" Then Put (x, y), pl1%(), PSet
  244.         If r$ = "1" Then Put (x, y), pl2%(), PSet
  245.         If r$ = "2" Then Put (x, y), pl3%(), PSet
  246.         If r$ = "3" Then Put (x, y), pl4%(), PSet
  247.         If r$ = "4" Then Put (x, y), pl5%(), PSet
  248.         If r$ = "5" Then Put (x, y), pl6%(), PSet
  249.         If r$ = "6" Then Put (x, y), pl7%(), PSet
  250.         If r$ = "7" Then Put (x, y), pl8%(), PSet
  251.         If r$ = "8" Then Put (x, y), pl9%(), PSet
  252.         If r$ = "9" Then Put (x, y), pl10%(), PSet
  253.         If r$ = "A" Then Put (x, y), mr01%(), PSet
  254.         If r$ = "B" Then Put (x, y), mr02%(), PSet
  255.         x = x + 16
  256.     Next z2%
  257.     x = 0: y = y + 16
  258. Next z1%
  259. rx = 60: ry = 32
  260. For z = 1 To 5
  261.     For rx = 60 To 100 Step 8
  262.         Get (rx, ry)-Step(15, 31), vd%()
  263.         Put (rx, ry), rd2%(), Or: Put (rx, ry), rd2%(), Xor: Put (rx, ry), rd1%(), Xor
  264.         _Delay .2
  265.         Put (rx, ry), vd%(), PSet
  266.     Next
  267.     For rx = 100 To 60 Step -8
  268.         Get (rx, ry)-Step(15, 31), vd%()
  269.         Put (rx, ry), rd2%(), Or: Put (rx, ry), rd2%(), Xor: Put (rx, ry), rd1%(), Xor
  270.         _Delay .2
  271.         Put (rx, ry), vd%(), PSet
  272.     Next
  273.  
  274. 'GoTo boucle
  275. 'Locate 14, 2: Print rx
  276.  
  277. '8x8
  278. Data 0,0,0,0,0,0,0,0
  279. Data 0,0,0,0,0,0,0,0
  280. Data 0,0,0,0,0,0,0,0
  281. Data 0,0,0,0,0,0,0,0
  282. Data 0,0,0,0,0,0,0,0
  283. Data 0,0,0,0,0,0,0,0
  284. Data 0,0,0,0,0,0,0,0
  285. Data 0,0,0,0,0,0,0,0
  286. '16x16
  287. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  288. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  289. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  290. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  291. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  292. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  293. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  294. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  295. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  296. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  297. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  298. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  299. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  300. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  301. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  302. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  303. '16x32
  304. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  305. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  306. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  307. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  308. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  309. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  310. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  311. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  312. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  313. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  314. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  315. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  316. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  317. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  318. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  319. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  320. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  321. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  322. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  323. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  324. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  325. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  326. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  327. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  328. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  329. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  330. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  331. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  332. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  333. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  334. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  335. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  336.  
  337.  
  338. ici:
  339.  
  340. 'tile 1
  341. Data 0,0,0,0,0,0,0,0
  342. Data 0,2,2,2,2,2,2,0
  343. Data 0,2,1,2,2,1,2,0
  344. Data 0,2,2,2,2,2,2,0
  345. Data 0,2,2,2,2,2,2,0
  346. Data 0,2,1,2,2,1,2,0
  347. Data 0,2,2,2,2,2,2,0
  348. Data 0,0,0,0,0,0,0,0
  349. ' tile 2
  350. Data 0,0,0,0,0,0,0,0
  351. Data 1,1,1,1,1,1,1,1
  352. Data 2,2,2,2,2,2,2,2
  353. Data 3,3,3,3,3,3,3,3
  354. Data 3,3,3,3,3,3,3,3
  355. Data 2,2,2,2,2,2,2,2
  356. Data 1,1,1,1,1,1,1,1
  357. Data 0,0,0,0,0,0,0,0
  358. ' tile 3
  359. Data 0,2,1,3,3,1,2,0
  360. Data 0,2,1,3,3,1,2,0
  361. Data 0,2,1,3,3,1,2,0
  362. Data 0,2,1,3,3,1,2,0
  363. Data 0,2,1,3,3,1,2,0
  364. Data 0,2,1,3,3,1,2,0
  365. Data 0,2,1,3,3,1,2,0
  366. Data 0,2,1,3,3,1,2,0
  367. 'Plancher 1
  368. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  369. Data 0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0
  370. Data 0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0
  371. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  372. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  373. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0
  374. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0
  375. Data 0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0
  376. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  377. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  378. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  379. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  380. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  381. Data 0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0
  382. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  383. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  384. 'Plancher 2
  385. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  386. Data 0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0
  387. Data 0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0
  388. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  389. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  390. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0
  391. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0
  392. Data 0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0
  393. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  394. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  395. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  396. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  397. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  398. Data 0,2,2,2,2,1,0,2,2,2,0,0,2,2,2,2
  399. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  400. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  401. 'Plancher 3
  402. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  403. Data 0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0
  404. Data 0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0
  405. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  406. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  407. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0
  408. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0
  409. Data 0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0
  410. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  411. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  412. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  413. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  414. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  415. Data 0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0
  416. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  417. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  418. 'Plancher 4
  419. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  420. Data 2,2,2,0,2,2,2,2,2,0,0,2,2,2,2,2
  421. Data 0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0
  422. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  423. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  424. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0
  425. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0
  426. Data 0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0
  427. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  428. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  429. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  430. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  431. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  432. Data 0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0
  433. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  434. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  435. 'Plancher 5
  436. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  437. Data 0,1,0,0,0,0,0,0,0,0,0,0,1,0,2,2
  438. Data 0,0,0,0,0,0,1,0,0,0,0,0,0,2,2,2
  439. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  440. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  441. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2
  442. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,0,2,2
  443. Data 0,0,0,0,0,0,0,0,1,0,0,0,0,2,2,2
  444. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  445. Data 0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  446. Data 0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  447. Data 1,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  448. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  449. Data 0,0,0,0,0,1,0,0,0,0,0,0,0,0,2,2
  450. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  451. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  452. 'Plancher 6
  453. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  454. Data 2,2,0,0,0,0,0,0,0,0,0,0,1,0,0,0
  455. Data 2,2,2,0,0,0,1,0,0,0,0,0,0,0,0,0
  456. Data 2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0
  457. Data 2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0
  458. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0
  459. Data 2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0
  460. Data 2,2,0,0,0,0,0,0,1,0,0,0,0,0,0,0
  461. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  462. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  463. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  464. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  465. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  466. Data 2,2,0,0,0,1,0,0,0,0,0,0,0,0,0,0
  467. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  468. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  469. 'Plancher 7
  470. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  471. Data 0,1,0,0,0,0,0,0,0,0,0,0,1,0,2,2
  472. Data 0,0,0,0,0,0,1,0,0,0,0,0,0,2,2,2
  473. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  474. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  475. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2
  476. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,0,2,2
  477. Data 0,0,0,0,0,0,0,0,1,0,0,0,0,2,2,2
  478. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  479. Data 0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  480. Data 0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  481. Data 1,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  482. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  483. Data 0,0,0,2,2,2,2,0,0,2,2,0,2,2,2,2
  484. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  485. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  486.  
  487. 'Plancher 8
  488. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  489. Data 2,2,0,0,0,0,0,0,0,0,0,0,1,0,0,0
  490. Data 2,2,2,0,0,0,1,0,0,0,0,0,0,0,0,0
  491. Data 2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0
  492. Data 2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0
  493. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0
  494. Data 2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0
  495. Data 2,2,0,0,0,0,0,0,1,0,0,0,0,0,0,0
  496. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  497. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  498. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  499. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  500. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  501. Data 2,2,2,0,2,2,2,0,0,2,2,2,2,2,0,0
  502. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  503. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  504. 'Plancher 9
  505. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  506. Data 2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,2
  507. Data 0,0,0,0,0,0,1,0,2,2,0,0,2,2,2,2
  508. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  509. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  510. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2
  511. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,0,2,2
  512. Data 0,0,0,0,0,0,0,0,1,0,0,0,0,2,2,2
  513. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  514. Data 0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  515. Data 0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  516. Data 1,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2
  517. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2
  518. Data 0,0,0,0,0,1,0,0,0,0,0,0,0,0,2,2
  519. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  520. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2
  521. 'Plancher 10
  522. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  523. Data 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
  524. Data 2,2,2,2,2,0,2,2,2,2,0,0,2,2,2,0
  525. Data 2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0
  526. Data 2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0
  527. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0
  528. Data 2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0
  529. Data 2,2,0,0,0,0,0,0,1,0,0,0,0,0,0,0
  530. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  531. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  532. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  533. Data 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  534. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  535. Data 2,2,0,0,0,1,0,0,0,0,0,0,0,0,0,0
  536. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  537. Data 2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  538. 'mur 1
  539. Data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
  540. Data 0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0
  541. Data 0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0
  542. Data 0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0
  543. Data 0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0
  544. Data 0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0
  545. Data 0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0
  546. Data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
  547. Data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
  548. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
  549. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
  550. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
  551. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
  552. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
  553. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
  554. Data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
  555. 'mur 2
  556. 'DATA 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  557.  
  558. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  559. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  560. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  561. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  562. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  563. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  564. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  565. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  566. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  567. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  568. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  569. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  570. Data 1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1
  571. Data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
  572. Data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
  573. Data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
  574.  
  575.  
  576. Rodan:
  577. 'Rodan
  578. Data 0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,0
  579. Data 0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0
  580. Data 0,0,0,0,1,1,1,1,2,1,1,0,0,0,0,0
  581. Data 0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0
  582. Data 0,0,0,0,2,2,3,2,3,2,2,0,0,0,0,0
  583. Data 0,0,0,0,2,2,2,2,2,2,2,0,0,0,0,0
  584. Data 0,0,0,0,1,2,2,4,2,2,1,0,0,0,0,0
  585. Data 0,0,0,0,1,2,2,2,2,2,1,0,0,0,0,0
  586. Data 0,0,0,0,0,2,4,4,4,2,0,0,0,0,0,0
  587. Data 0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0
  588. Data 0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0
  589. Data 0,0,0,0,7,5,5,5,5,5,7,0,0,0,0,0
  590. Data 0,0,0,0,7,5,5,5,5,5,7,0,0,0,0,0
  591. Data 0,0,0,0,7,5,5,5,5,5,7,0,0,0,0,0
  592. Data 0,0,0,0,7,5,5,5,5,5,7,0,0,0,0,0
  593. Data 0,0,0,0,7,5,5,5,5,5,7,0,0,0,0,0
  594. Data 0,0,0,0,7,5,5,5,5,5,7,0,0,0,0,0
  595. Data 0,0,0,0,3,5,5,5,5,5,3,0,0,0,0,0
  596. Data 0,0,0,0,2,6,6,6,6,6,2,0,0,0,0,0
  597. Data 0,0,0,0,2,7,7,7,7,7,2,0,0,0,0,0
  598. Data 0,0,0,0,2,7,7,7,7,7,2,0,0,0,0,0
  599. Data 0,0,0,0,0,7,7,7,7,7,0,0,0,0,0,0
  600. Data 0,0,0,0,0,7,7,0,7,7,0,0,0,0,0,0
  601. Data 0,0,0,0,0,7,7,0,7,7,0,0,0,0,0,0
  602. Data 0,0,0,0,0,7,7,0,7,7,0,0,0,0,0,0
  603. Data 0,0,0,0,0,7,7,0,7,7,0,0,0,0,0,0
  604. Data 0,0,0,0,0,7,7,0,7,7,0,0,0,0,0,0
  605. Data 0,0,0,0,0,7,7,0,7,7,0,0,0,0,0,0
  606. Data 0,0,0,0,0,7,7,0,7,7,0,0,0,0,0,0
  607. Data 0,0,0,0,0,3,3,0,3,3,0,0,0,0,0,0
  608. Data 0,0,0,0,0,3,3,0,3,3,0,0,0,0,0,0
  609. Data 0,0,0,0,0,6,6,0,6,6,0,0,0,0,0,0
  610.  
  611. Monde:
  612.  
  613. Data B,B,B,B,4,2,5,B
  614. Data A,A,A,A,4,2,5,A
  615. Data A,A,z,A,4,2,5,A
  616. Data A,A,z,A,4,2,5,A
  617. Data 1,6,2,7,6,2,7,1
  618. Data 2,2,2,2,2,2,2,2
  619. Data 3,3,3,3,8,2,9,3
  620.  
« Last Edit: August 07, 2021, 10:23:53 am by RobinGravel »

Offline bplus

  • Global Moderator
  • Forum Resident
  • Posts: 8053
  • b = b + ...
    • View Profile
Re: Better way to moving 'sprites'
« Reply #1 on: August 07, 2021, 11:41:14 am »
Quote
I wonder if there is a way to improve it.

Yes! many ways, Cobalt, Unseen many others have developed whole systems to tiling, building backgrounds and sprites....

It probably starts by making tile images and then building images for more images so can move sprite as one image.
« Last Edit: August 07, 2021, 11:43:06 am by bplus »

Offline bplus

  • Global Moderator
  • Forum Resident
  • Posts: 8053
  • b = b + ...
    • View Profile
Re: Better way to moving 'sprites'
« Reply #2 on: August 07, 2021, 11:57:03 am »
Can you make a routine to draw your sprite at any x,y? Usually x,y is top, left corner of image but could be it's middle too. With that, use arrow keys or mouse to say the x, y position of sprite.

Offline RobinGravel

  • Newbie
  • Posts: 30
    • View Profile
Re: Better way to moving 'sprites'
« Reply #3 on: August 07, 2021, 12:19:01 pm »
Doesn't sprites always draw from left?

Is there other alternatives to draw sprites?

Offline loudar

  • Newbie
  • Posts: 73
  • improve it bit by bit.
    • View Profile
Re: Better way to moving 'sprites'
« Reply #4 on: August 07, 2021, 12:34:26 pm »
There are many ways in which you could "improve" this, though that's always subjective of course.

For me, I like having my sprites as images within a folder, then load them and be able to just play with them how I want. That removes code from the program and generalizes the drawing part a lot.
I wrote some functions in QB64 that can do that in my latest Gamejam participation: https://github.com/loudar/Gamejam-2021-07-24

There are many options how you can tweak this, it totally depends on your coding style and your end goal ;D
Check out what I do besides coding: http://loudar.myportfolio.com/

Offline bplus

  • Global Moderator
  • Forum Resident
  • Posts: 8053
  • b = b + ...
    • View Profile
Re: Better way to moving 'sprites'
« Reply #5 on: August 07, 2021, 02:36:51 pm »
Here is simple code for a bat sprite to follow mouse position:
Code: QB64: [Select]
  1. '_title "Moving Bat Sprites" 'b+ 2021-08-07
  2. Screen _NewImage(800, 600, 32)
  3. _ScreenMove 300, 50
  4. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  5. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  6. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  7. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  8. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  9. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  10. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  11. Data 0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0
  12. Data 1,1,0,0,1,0,0,1,0,0,1,0,0,1,1,0
  13. Data 0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0
  14. Data 0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0
  15. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  16. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  17. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  18. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  19. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  20.  
  21.  
  22. Dim Shared sprt(15, 15) 'sprite 1 bat wings up
  23.  
  24. For y = 0 To 15 '5* 16 = 80
  25.     For x = 0 To 15
  26.         Read sprt(x, y)
  27.     Next
  28.  
  29.     Cls , _RGB32(0, 0, 128)
  30.     While _MouseInput: Wend 'polls mouse
  31.     drawBat _MouseX - 40, _MouseY - 40 ' -40 because want to draw the bat around the mouse, sprite is 16 * 5 = 80
  32.     _Display
  33.     _Limit 20
  34.  
  35. Sub drawBat (bx, by)
  36.     sz = 5 ' scale the pixels into little 5x5 boxes for larger tile
  37.     For y = 0 To 15
  38.         For x = 0 To 15
  39.             If sprt(x, y) Then Line (x * sz + bx, y * sz + by)-Step(sz, sz), _RGB32(0, 0, 0), BF
  40.         Next
  41.     Next
  42.  
  43.  
« Last Edit: August 07, 2021, 02:37:57 pm by bplus »

Offline RobinGravel

  • Newbie
  • Posts: 30
    • View Profile
Re: Better way to moving 'sprites'
« Reply #6 on: August 07, 2021, 03:03:44 pm »
Thanks.

It's a good start.

I'll take a look at it.
« Last Edit: August 07, 2021, 03:05:38 pm by RobinGravel »

Offline bplus

  • Global Moderator
  • Forum Resident
  • Posts: 8053
  • b = b + ...
    • View Profile
Re: Better way to moving 'sprites'
« Reply #7 on: August 07, 2021, 04:47:21 pm »
Added 2nd sprite for some animation fun:
Code: QB64: [Select]
  1. _Title "Moving Bat Sprites, move mousewheel to increase or decrease bat size " 'b+ 2021-08-07
  2. Screen _NewImage(800, 600, 32)
  3. _ScreenMove 300, 50
  4. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  5. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  6. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  7. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  8. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  9. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  10. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  11. Data 0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0
  12. Data 1,1,0,0,1,0,0,1,0,0,1,0,0,1,1,0
  13. Data 0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0
  14. Data 0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0
  15. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  16. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  17. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  18. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  19. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  20.  
  21. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  22. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  23. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  24. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  25. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  26. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  27. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  28. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  29. Data 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0
  30. Data 0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0
  31. Data 0,0,0,0,1,0,1,1,1,0,0,1,0,0,0,0
  32. Data 0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0
  33. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0
  34. Data 0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  35. Data 0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  36. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  37.  
  38. Dim Shared sprt(15, 15) 'sprt() bat wings up
  39. Dim Shared flap, sz
  40.  
  41. For y = 0 To 15 '5* 16 = 80
  42.     For x = 0 To 15
  43.         Read sprt(x, y)
  44.     Next
  45.  
  46. Dim Shared sprt2(15, 15) ' sprt2() bat wings down
  47. For y = 0 To 15
  48.     For x = 0 To 15
  49.         Read sprt2(x, y)
  50.     Next
  51.     loopcount = loopcount + 1
  52.     If loopcount = 10 Then loopcount = 0: flap = 1 - flap
  53.     Cls , _RGB32(0, 0, 128)
  54.  
  55.     ' debug
  56.     'Print loopcount, flap
  57.  
  58.         sz = sz + _MouseWheel
  59.         If sz < 1 Then sz = 1
  60.         If sz > 20 Then sz = 20
  61.     Wend 'polls mouse
  62.     drawBat _MouseX - sz * 8, _MouseY - sz * 8 ' -40 because want to draw the bat around the mouse, sprite is 16 * 5 = 80
  63.     _Display
  64.     _Limit 20
  65.  
  66. Sub drawBat (bx, by)
  67.     ' shared now sz = 5 ' scale the pixels into little 5x5 boxes for larger tile
  68.     For y = 0 To 15
  69.         For x = 0 To 15
  70.             If flap Then
  71.                 If sprt(x, y) Then Line (x * sz + bx, y * sz + by)-Step(sz, sz), _RGB32(0, 0, 0), BF
  72.             Else
  73.                 If sprt2(x, y) Then Line (x * sz + bx, y * sz + by)-Step(sz, sz), _RGB32(0, 0, 0), BF
  74.             End If
  75.         Next
  76.     Next
  77.  
  78.  

Offline SMcNeill

  • QB64 Developer
  • Forum Resident
  • Posts: 3972
    • View Profile
    • Steve’s QB64 Archive Forum
Re: Better way to moving 'sprites'
« Reply #8 on: August 07, 2021, 05:44:41 pm »
Easiest way I know to do this is to just make your sprites sprites and then putimage them to the screen.

Code: QB64: [Select]
  1. _Title "Moving Bat Sprites, move mousewheel to increase or decrease bat size " 'b+ 2021-08-07
  2. Screen _NewImage(800, 600, 32)
  3. _ScreenMove 300, 50
  4. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  5. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  6. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  7. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  8. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  9. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  10. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  11. Data 0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0
  12. Data 1,1,0,0,1,0,0,1,0,0,1,0,0,1,1,0
  13. Data 0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0
  14. Data 0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0
  15. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  16. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  17. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  18. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  19. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  20.  
  21. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  22. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  23. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  24. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  25. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  26. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  27. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  28. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  29. Data 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0
  30. Data 0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0
  31. Data 0,0,0,0,1,0,1,1,1,0,0,1,0,0,0,0
  32. Data 0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0
  33. Data 0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0
  34. Data 0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  35. Data 0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0
  36. Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  37.  
  38. Dim As Long bat(1)
  39. bat(0) = _NewImage(16, 16, 32): bat(1) = _NewImage(16, 16, 32)
  40.  
  41. For z = 0 To 1
  42.     If z Then _Dest bat(1) Else _Dest bat(0)
  43.     For y = 0 To 15 '5* 16 = 80
  44.         For x = 0 To 15
  45.             Read p
  46.             If p Then PSet (x, y), _RGB32(255, 255, 255)
  47.         Next
  48.     Next
  49.  
  50.     loopcount = loopcount + 1
  51.     If loopcount = 10 Then loopcount = 0: flap = Not flap
  52.     Cls , _RGB32(0, 0, 128)
  53.  
  54.         sz = sz + .1 * -_MouseWheel
  55.     Wend 'polls mouse
  56.     If sz < 1 Then sz = 1
  57.     If sz > 10 Then sz = 10
  58.     _PutImage (_MouseX, _MouseY)-Step(16 * sz, 16 * sz), bat(flap)
  59.     _Display
  60.     _Limit 20
  61.  

As you can see here, I've simply made two 16x16 sorites and then used READ to read the data and create my bat images, which I then simply use PUTIMAGE to display to the screen.  It doesn't get any easier than that.
https://github.com/SteveMcNeill/Steve64 — A github collection of all things Steve!

Offline bplus

  • Global Moderator
  • Forum Resident
  • Posts: 8053
  • b = b + ...
    • View Profile
Re: Better way to moving 'sprites'
« Reply #9 on: August 07, 2021, 07:24:17 pm »
Yeah that would be next step, bit of a learning curve though (with _NewImage with _Dest and _PutImage)

Sorite?, not Soarite? ;-))
« Last Edit: August 07, 2021, 07:29:50 pm by bplus »

Offline SMcNeill

  • QB64 Developer
  • Forum Resident
  • Posts: 3972
    • View Profile
    • Steve’s QB64 Archive Forum
Re: Better way to moving 'sprites'
« Reply #10 on: August 07, 2021, 09:50:08 pm »
Sorite?, not Soarite? ;-))

Sprite with a typo, but it’s impossible to edit or correct it.  :P
https://github.com/SteveMcNeill/Steve64 — A github collection of all things Steve!

Offline RobinGravel

  • Newbie
  • Posts: 30
    • View Profile
Re: Better way to moving 'sprites'
« Reply #11 on: August 08, 2021, 11:36:37 am »
I also downloaded Dragon Warrior 64 to take a look how its sprites work.

Offline Cobalt

  • QB64 Developer
  • Forum Resident
  • Posts: 878
  • At 60 I become highly radioactive!
    • View Profile
Re: Better way to moving 'sprites'
« Reply #12 on: August 08, 2021, 01:24:44 pm »
I also downloaded Dragon Warrior 64 to take a look how its sprites work.

Hooray for me. X)
Granted after becoming radioactive I only have a half-life!