Mail Archives: djgpp/1998/08/09/20:00:23
From: | Endlisnis <s257m AT unb DOT ca>
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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: | Sun, 09 Aug 1998 20:47:19 -0300
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Organization: | NBTel Internet
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Lines: | 21
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Message-ID: | <35CE3506.5F2F66DD@unb.ca>
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References: | <35CE0D3C DOT 63BA AT cam DOT org>
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NNTP-Posting-Host: | fctnts10c73.nbnet.nb.ca
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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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Vic wrote:
> I thought of using sor of a height map for the bitmap, since all zeroes
> in the bitmap mean there's nothing there, I could find out the height of
> the next pixel, closest to the worm and decide from that wether the worm
> can climb it or not, but the landscape can have "holes" in it.
> this is a similar thing to scorched earth and all games like that, but
> where you can move on the land.
Using the height map would very likely be a good idea. If there are
holes, then just make the height -1 or something. And if the character
wants to move 1 pixel, check to see if the difference in height is <=1, if
so, let it move and adjust it's 'y' position.
--
(\/) Endlisnis (\/)
s257m AT unb DOT ca
Endlisnis AT GeoCities DOT com
Endlis AT nbnet DOT nb DOT ca
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