Subject: Re: [stella] Generating a health bar without ruining your health... From: "Roger Williams" <mer02@xxxxxxxxxxxxx> Date: Thu, 27 Sep 2001 19:56:20 -0700 |
> My original code was based on a six > digit score type six slot health bar that based on the P0 variable changed > the colors of the six sprites, but I then realized that there are actually > two sprites repeated three times not six individual sprites so it shot that > version out of the water fairly quickly. Glenn gave one good suggestion, probably the *best* in fact, but one that would make my knees knock a bit as a beginning Stella programmer. Mixing playfield and sprite graphics and lining everything up creates whole minefields in which bugs can live. Another tactic I'd suggest would be defining a "bar character set" for the 6-digit score routine to use (it would only have to have 8 characters, from blank to $11111111) and superimposing the 6-digit-score output on a playfield graphic background. This would give you 48-pixel fine control of the bar length with very little logic or math. Of course, Glenn's method is superior because you could make the bar the width of the screen if you wanted and get 160 pixel resolution for its length -- if you can get everything to line up and do the math in the time available. I'm still circling around my first ever original project using sprites so I may be overstating the difficulty. But I know for sure that the 48-pixel code is there to be ripped off while you will have to line up the playfield and fine-end sprite code yourself. It is also a PITA to deal with the reversed middle PF register (what were they thinking?) --Roger Williams - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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