From: md7amag AT mdstud DOT chalmers DOT se (Andreas Magnusson) Newsgroups: comp.os.msdos.djgpp,rec.games.programmer Subject: Re: HELP: pixel finder algorithm ?? Date: 19 Aug 1998 15:37:25 GMT Organization: Chalmers University of Technology Lines: 27 Message-ID: <6rerfl$9q5$1@nyheter.chalmers.se> References: <35CE0D3C DOT 63BA AT cam DOT org> NNTP-Posting-Host: dali1.mdstud.chalmers.se Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk 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 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