RE: [stella] JoustPong: more exciting than ever!

Subject: RE: [stella] JoustPong: more exciting than ever!
From: Christopher Tumber <christophertumber@xxxxxxxxxx>
Date: Mon, 23 Feb 2004 09:36:59 -0500
It _is_ looking good, and I don't want to simply restate what everyone's said, but....

I think you should be able to eliminate the flicker in the score reasonably easily (won't bug you about Pterry/paddle flicker (for now - smile) 'cuz I know it's more of an undertaking).

Presumably your kernal looks something like this:

(frame is a frame counter with value of 0 or 1)

Is frame = 0
  Yes: Position Pterry
         Draw Pterry
  No: Position score
        Draw score
        Draw players

(Ignoring the walls and ball for simplicity's sake)
(It looks like the player's paddles and the score are the same position horizontally and you're not repositioning them so I'm assuming that's the case)

Instead, how about:

Position score
Draw score
Is frame = 0
  Yes: Position Pterry
         Draw Pterry
  No: Position players
        Draw players

So you'd position your sprites twice per frame which will cost you a scanline (maybe 2 depending upon how you're doing the positioning) but doesn't really require any new code - You should be able to do it all just by re-using some code and shifting around some code. All you should need to do is:

- Move your current positioning code to a scanline just after the score.
- Copy the positioning code for the score/paddles to where the positioning code used to be (leave behind the Pterry code and any logic used to determine which positioning to use).


That should do it, I think...




Chris...

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