Worklog for Rambo_Bill

Worklog 1

Return to Worklogs

New commands(Posted 2005-06-23)
Just thought of a useful command:
D #
Delay (Millisecs)
This way you could use a bunch of G commands with D commands to specifiy a recorded mouse path. Perhaps an all in one command P that specifies a path with delays. This would be good for a game like galaga or roofus. Also MX,MY should be able to be used for any coordinates to specify current mouse coordinates so that:
L 1:G MX,MY:J 1
Would define a sprite that follows the mouse.



Added to code archives(Posted 2005-06-23)
I have added the complete source listing to the code archives under graphics. Hopefully someone finds it usefull :) Oh, it needs an image so your better off downloading it here:
http://www45.brinkster.com/QuickSetup/default.htm



Entry 2 - Woohoo!(Posted 2005-06-23)
Animation support added :)

the SAM command works like so:

Of course you can have as many frames as you'd like. A repeat of 0 means do once and stop. The delay is 100 units equal 1 second. I will probably have different AnimDelayTypes in the future. First of which would be a delay based on distance the bob/sprite has moved. Right now I'm thinking this is far enough to be usefull, so maybe I'll dump it into the code archives at this point.



Entry 1(Posted 2005-06-22)
Additions and help welcome, up to date code at below:
http://www45.brinkster.com/QuickSetup/default.htm

WHAT IS IT?
A 2D Sprite, movement, animation engine and more.

Heres an example of SAM:
L 1:M 150,150,.5,.5:M 150,0,-.5,0:M 150,150,.5,-.5:J 1

That moves a sprite in a triangle.. L is a label for gotos. M means move X positions,y positions,Speed X,Speed Y. J means jump to label or goto.

Thinking of adding the A (Anim) command. It would be something like:
A Repeat,Frame,Delay-Frame,Delay-Frame,Delay
But sound is a compelling new command too.