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//TUTORIAL 1 PART 3 //DEFINE VARIABLES Global KEYPRESS$, SPRITE_X, FRAME_NUM //DEFINE PROCEDURES DefProc INIT_DISPLAY() DefProc CREATE_SPRITES() //---- START MAIN CODE ---- //CALL THE PROCEDURE TO CREATE THE SCREEN INIT_DISPLAY() //CALL THE PROCEDURE TO CREATE THE SPRITES CREATE_SPRITES() FRAME_NUM = 1 //START WITH FRAME ONE Sprite Animate 1 Off //TURN OFF ANIMATION SO THAT WE CAN MANUALLY ANIMATE THE SPRITE SPRITE_X = 288 //START THE SPRITE IN THE MIDDLE OF THE SCREEN //START LOOP - THIS LOOP WILL REPEAT UNTIL A KEY IS PRESSED Repeat
FRAME_NUM = FRAME_NUM - 1 //DECREMENT THE FRAME_NUM VARIABLE If FRAME_NUM < 1 Then //HAS THE SEQUENCE REACHED THE START?
Sprite Move 1,SPRITE_X,208 //MOVE SPRITE #1 TO THESE CO-ORDS SPRITE_X = SPRITE_X - 1 //DECREMENT SPRITE_X If SPRITE_X = -64 Then //IS THE SPRITE AT THE END OF THE SCREEN?
FRAME_NUM = FRAME_NUM + 1 //INCREMENT THE FRAME_NUM VARIABLE If FRAME_NUM > 30 Then //HAS THE SEQUENCE REACHED THE END?
SPRITE_X = SPRITE_X + 1 //INCREMENT SPRITE_X If SPRITE_X = 640 Then //IS THE SPRITE AT THE END OF THE SCREEN?
EndIf KEYPRESS$ = Inkey$() Update Display Until KEYPRESS$ = "q" //THE INIT_DISPLAY PROCEDURE CREATES A SCREEN AND A PLANE Procedure INIT_DISPLAY()
Set Tile 0,0,1 Using Bank 50 //CREATE A TILE USING A BACKGROUND IMAGE IN BANK 1 Create Plane 1 Using Bank 50 //CREATE PLANE 1 USING THE MAP IN BANK 50 //SET WHITE TO BE TRANSPARENT INSTEAD OF DEFAULT BLACK AS OUR SPRITE CONTAINS BLACK PIXELS Set Bitmap 2 Transparency To 255,255,255 //THIS PROCEDURE WILL CREATE THE SPRITE Procedure CREATE_SPRITES()
Sprite On 1 //ENABLE THE SPRITE Sprites On //NOW TURN ON THE SPRITE SYSTEM EndProg |