Sprite: Difference between revisions
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'''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, [[Engine|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 [[:Category:MZXers|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. | '''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, [[Engine|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 [[:Category:MZXers|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== | |||
'''[[PUT color Sprite param # #]]''' | |||
'''[[IF color Sprite_Colliding pNN # # "label"]]''' | '''[[IF color Sprite_Colliding pNN # # "label"]]''' | ||
'''[[IF color Sprite p?? # # "label"]]''' | |||
==Counters== | |||
'''[[SPRn_CLIST]] (write-only)''' | |||
'''[[SPR_CLISTn]] (read-only)''' | |||
'''[[SPR_COLLISIONS]] (read-only)''' | |||
'''[[SPR_NUM]]''' | |||
'''[[SPR_YORDER]] (write-only)''' | |||
'''[[SPRn_CHECK]] (write-only)''' | |||
'''[[SPRn_CWIDTH]]''' | |||
'''[[SPRn_CHEIGHT]]''' | |||
'''[[SPRn_CX]]''' | |||
'''[[SPRn_CY]]''' | |||
'''[[SPRn_OFF]] (write-only)''' | |||
'''[[SPRn_OVERLAID]] (write-only)''' | |||
'''[[SPRn_OVERLAY]] (write-only)''' | |||
'''[[SPRn_REFX]]''' | |||
'''[[SPRn_REFY]]''' | |||
'''[[SPRn_SETVIEW]] (write-only)''' | |||
'''[[SPRn_STATIC]] (write-only)''' | |||
'''[[SPRn_SWAP]] (write-only)''' | |||
'''[[SPRn_VLAYER]] (write-only)''' | |||
'''[[SPRn_HEIGHT]]''' | |||
'''[[SPRn_WIDTH]]''' | |||
'''[[SPRn_X]]''' | |||
'''[[SPRn_Y]]''' |
Revision as of 20:24, 26 January 2011
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
SPRn_CLIST (write-only)
SPR_CLISTn (read-only)
SPR_COLLISIONS (read-only)
SPR_YORDER (write-only)
SPRn_CHECK (write-only)
SPRn_OFF (write-only)
SPRn_OVERLAID (write-only)
SPRn_OVERLAY (write-only)
SPRn_SETVIEW (write-only)
SPRn_STATIC (write-only)
SPRn_SWAP (write-only)
SPRn_VLAYER (write-only)