Coordinates (x and y axis) in graphic mode
#1 Guest_absentmind_*
Posted 15 August 2003 - 06:49 AM
^
i
So how to erase it?
CoordOff doesnt work :<
#2
Posted 15 August 2003 - 07:22 AM
YOu shouldn't use CoordOFF but AXES off since you want to turn the axes off :-)
Great to see you in our community!
#3 Guest_absentmind_*
Posted 15 August 2003 - 07:39 AM
I had not noticed the up arrow while selecting commands from ctrl + f3 grph menu ;]
#4
Posted 15 August 2003 - 12:25 PM
#5
Posted 15 August 2003 - 05:34 PM
Unfortunatelly, I deleted it.
Maybe some of my friend still have it.
#6
Posted 15 August 2003 - 05:50 PM
#7
Posted 15 August 2003 - 05:59 PM
But now I'm interested in add-ins and since I learned about it I haven't made any BASIC game. Now I only use basic as solvers for some computings
#8
Posted 15 August 2003 - 06:32 PM
#9
Posted 15 August 2003 - 08:11 PM
absentmind I see that you are new here, so I ask you if you know that you can tune your FX 1.0 to one AFX 2.0 Plus whiteout occupying any of the 6 available drivers?
If not jus read this:
http://casiocalc.org...ct=ST&f=1&t=183
#10
Posted 15 August 2003 - 08:20 PM
Hey brazzucko, i have an AFX 2.0 and one time using linl i accidentaly press EXE' /> button on a drive c, I think (i dont remember exactly), since these moment i have problems with the calc. serial port. I dont know exactly what happened with my serial port, i have only hypothesis...
Do you know something about it?
#11
Posted 15 August 2003 - 08:31 PM
Well when I have problems like that ( that don?t let?s us use correctly the calculator ), I just reinitialize the calculator from the system menu, or delete all the memories ( RAM and FLASH ) from the hidden menus.
I only have those problems when I was working to find a way to make the _CAS Algebra and TUTOR working on the FX 1.0 whiteout any bug or crash.
#12
Posted 15 August 2003 - 11:43 PM
The interface cable was good, and other hypothesys was an electrolyte that was spilled of a battery and fell in the PCB(near the serial port, i sew the PCB but it seems good).
I disappointed of the AFX by this, am going to have to buy one classpad
#13 Guest_absentmind_*
Posted 17 August 2003 - 07:07 AM
Another problem:
I am making a worm game, but as the code increases the worm gets incredibly slow.
Anyone know how to speed the bastard by some professional code optimizing techniqs?
#14
Posted 17 August 2003 - 10:55 AM
heres how i did it: (sorry, I dont have much time to explain, hope you get the idea)
use lists, simply store a value for a direction in the list cell that represents that part of the worm (1=up,2=down...), and then have it turn the worm off in that order and with those directions.
I know this insnt a good explenation, I dont have time right now, if I do later I'll expound. I can also send you the program I wrote if you want, it supports 255 long worms!
#15
Posted 17 August 2003 - 11:33 PM
say each time you move you store which way you go in the cell of a list that has cells equal to the maximum number a peices that can make up your worm (say 9, then 9->Dim List 1, or {0,0,0,0,0,0,0,0,0}->List 1) then you have a variable (lets use "L" for this example) that represents the number of pieces you worm currently has and another variable ("C") which represents cell you are currently looking at and a variable ("D") which represents the last dirrection pressed.
Now take a look at this code:
1->A~B //X,Y position 1->G~H //end of worm position 2->D //start the worm moving right 1->C 3->L //start the worm out with 3 peices Lbl 1 Locate A,B,"O" GetKey->G G=27=>1->D G=38=>2->D G=28=>3->D G=37=>4->D D=1=>A-1->A //left D=2=>A+1->A //right D=3=>B-1->B //up D=4=>B+1->B //down List 1[C]->T Locate G,H," " //1 space T=1=>G-1->G T=2=>G+1->G T=3=>H-1->H T=4=>H+1->H D->List 1[C] Isz C C>Dim List 1=>1->C Goto 1
this code doesn't do any error checking for the worm hitting itself or the person goint back along themselfs, but it will make a worm that can be as big as you want it to be without slowing down the game. If I were you I would do the game in graph mode and use pxltest to see if the worm hits himself, if you do it this way you can make big and very complex levels. also, I find that in graph mode if you make the worm a dotted line rather than a solid line it will go faster (and still work).
if you have any other questions please ask.
#16
Posted 17 August 2003 - 11:46 PM
If someone make the snake game in G.M., it will be too slow anyway no? By the getkey checking i imagine... If i'm wrong with that and someone has a program that made it fast, please let me see the code.
#17
Posted 17 August 2003 - 11:56 PM
Tell me what you think, I've never actually published these games.
#18
Posted 18 August 2003 - 12:45 AM
Int 120Ran#+3->G ?
I imagine that its a way to make a random number but what is "Int"?
#19
Posted 18 August 2003 - 12:47 AM
#20
Posted 18 August 2003 - 01:40 AM
Ran#-> A
If A>0 AND A<=.25
then ...
If End
If A >.25 AND A<.5
Then...
If end
...
... four comparisions for this
as you see its something spacious...
#21
Posted 18 August 2003 - 01:43 AM
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