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Commodore 128D - Page 130

Commodore 128D
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u
Line
28
DRAWs
the
bottom
window
of
the
space
capsule.
Line
35
DRAWs
the
top
window
of
the
space
capsule.
-
-
Line
38
PAI
NTs
the
space
capsule
white.
1—'
Line
40
DRAWs
the
outline
of
the
retro
rocket
portion
of
the
spacecraft.
r->
Line
42
and
43
DRAW
the
retro
rocket
engines
on
the
back
of
Lj
the
spacecraft.
Line
44
PAI
NTs
the
retro
rocket
engines
and
DRAWs
an
out-
,—
line
of
the
back
of
the
retro
rocket
in
the
background
color.
LJ
Line
45
DRAWs
lines
on
the
retro
rocket
portion
of
the
space
craft
in
the
background
color.
(At
this
point,
you
have
dis-
-
played
only
pictures
on
the
screen.
You
have
not
used any
w,
sprite
statements,
so
your
rocketship
is
not
yet
a
sprite.)
Line
47
positions
the
SSHAPE
coordinates
above
the
first
half
(24
by
21
pixels),
of
the
capsule
of
the
spacecraft
and
stores
it
t
j
in
a
data
string,
A$.
Line
48
positions
the
SSHAPE
coordinates
above
the
second
half
(24
by
21
pixels)
of
the
spacecraft
and
stores
it
in
a
data
string,
B$.
Line
50
transfers
the
data
from
A$
into
sprite
1.
Line
55
transfer
the
data
from
B$
into
sprite
2.
Line
60
turns
on
sprite
1
and
colors
it
red.
Line
65
turns
on
sprite
2
and
colors
it
blue.
Line
82
positions
sprite
1
at
coordinate
150,150.
Line
83
positions
sprite
2,
24
pixels
to
the
right
of
the
starting
coordinate
of
sprite
1.
Lines
82
and
83
actually
join
the
two
sprites.
Lines
85
and
87
moves
the
joined
sprites
across
the
screen.
Line
90
delays
the
program.
This
time,
delay
is
necessary
for
-
:
the
sprites
to
complete
three
trips
across
the
screen.
If
you
j—I
leave
out
the
delay,
the
sprites
do
not
have
enough
time
to
move
across
the
screen.
-•
-
Lines
92
and
93
position
the
sprites
in
the
center
of
the
i
>
screen,
and
prepare
the
spacecraft
to
fire
the
retro
rockets.
Line
95
propels
sprite
1,
the
space
capsule,
forward.
The
number
10
in
line
95
specifies
the
speed
in
which
the
sprite
moves.
The
speed
ranges
from
0,
which
is
stop,
to
15,
which
is
lightning
fast.
Line
96
moves
the
expired
retro
rocket
portion
of
the
space
craft
backwards
and
off
the
screen.
Line
97
is
another
time
delay
so
the
retro
rocket,
sprite
2,
has
time
to
move
off
the
screen.
Line
98
turns
off
sprite
2,
once
it
is
off
the
screen.
122
USING
C128
MODE—Color,
Animation
and
Sprite
Graphics
Statements
>—I
U

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