Sprite: Difference between revisions
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'''[[SPRn_WIDTH]]''' | '''[[SPRn_WIDTH]]''' | ||
===Collision=== | ===Collision=== | ||
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'''[[SPRn_SWAP]] (write-only)''' | '''[[SPRn_SWAP]] (write-only)''' | ||
[[Category:MegaZeux]] |
Latest revision as of 09:22, 3 October 2012
For a comprehensive tutorial on sprites, see Sprite (Tutorial).
Sprites were introduced to MegaZeux in version 2.65, primarily as a method of making it easier to implement large object representations in the game (for example, engines for handling a multiple character player or enemies). They include many features such as collision detection, easy drawing, and configurable draw order. Despite being designed to make coding easier, many MZXers avoid their use in favor of more traditional methods such as overlay buffering and hand-rolled collision routines. This is largely out of a perception that Sprites are difficult to use.
Commands
IF color Sprite_Colliding pNN # # "label"
IF color Sprite p?? # # "label"
Counters
Instantiation
Collision
SPRn_CLIST (write-only)
SPR_CLISTn (read-only)
SPR_COLLISIONS (read-only)
SPRn_CCHECK (write-only)
Graphical
SPR_YORDER (write-only)
SPRn_OFF (write-only)
SPRn_OVERLAID (write-only)
SPRn_OVERLAY (write-only)
SPRn_SETVIEW (write-only)
SPRn_STATIC (write-only)
SPRn_VLAYER (write-only)
Other
SPRn_SWAP (write-only)