Mail Archives: djgpp/1998/08/19/11:45:31
From: | md7amag AT mdstud DOT chalmers DOT se (Andreas Magnusson)
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Newsgroups: | comp.os.msdos.djgpp,rec.games.programmer
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Subject: | Re: HELP: pixel finder algorithm ??
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Date: | 19 Aug 1998 15:37:25 GMT
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Organization: | Chalmers University of Technology
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Lines: | 27
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Message-ID: | <6rerfl$9q5$1@nyheter.chalmers.se>
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References: | <35CE0D3C DOT 63BA AT cam DOT org>
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NNTP-Posting-Host: | dali1.mdstud.chalmers.se
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Mime-Version: | 1.0
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Since the map is pixelbased (not tilebased), maybe you allow the
worm only to go to the next (top) pixel if it's at the same y-coordinate
(in screen space this is) or one (or two) pixels higher or if it's
lower. It's just a thought I can expand it further if you like, though
it's not very hard.
In article <35CE0D3C DOT 63BA AT cam DOT org>,
Vic <tudor AT cam DOT org> writes:
> hi.
> in a game like Worms, for example, you have a generated landscape,
> probably a bitmap (so it's not made by tiles). your "worm" can move on
> it. how can I find out wether the worm can or cannot move on the
> landscape? for example if I tell the worm to go to the right and the
> landscape is like this: (where a point is a pixel of the landscape and
> the w is the worm)
>
[snippet loads of stuff - stupid news-server]
--
/Andreas
"Obesa cantavit."
http://www.mdstud.chalmers.se/~md7amag
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