This example shows how to handle various sprites on a system that supports sprite multiplexing. It also uses some constructs to automatically calculate the position of the sprites.
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OPTION EXPLICIT DEFINE IMAGE FREE HEIGHT DEFINE MSPRITE ASYNC BITMAP ENABLE COLOR BORDER BLACK CONST maxAlienships = 5 DIM index AS BYTE DIM spaceImage AS IMAGE DIM spaceshipImage AS IMAGE DIM spaceshipSprite AS MSPRITE DIM spaceshipLeftMove AS PATH DIM spaceshipRightMove AS PATH DIM spaceshipMove AS PATH DIM spaceshipX AS POSITION, spaceshipY AS POSITION DIM alienshipImage AS IMAGE DIM alienshipSprite(maxAlienships) AS MSPRITE DIM alienshipLeftMove(maxAlienships) AS PATH DIM alienshipRightMove(maxAlienships) AS PATH DIM alienshipMove(maxAlienships) AS PATH DIM alienshipLX(maxAlienships) AS POSITION, alienshipRX(maxAlienships) AS POSITION DIM alienshipX AS POSITION, alienshipY AS POSITION spaceImage := LOAD IMAGE("space.png") spaceshipImage := LOAD IMAGE("spaceship.png") spaceshipSprite = MSPRITE(spaceshipImage) spaceshipLeftMove = CREATE PATH( 200, 200 TO 50, 200 ) spaceshipRightMove = CREATE PATH( 50, 200 TO 200, 200 ) spaceshipMove = spaceshipRightMove alienshipImage := LOAD IMAGE("alienship.png") index = 0 DO alienshipSprite(index) = MSPRITE(alienshipImage) alienshipLX(index) = index*32 alienshipRX(index) = 200+index*10 alienshipLeftMove(index) = CREATE PATH( alienshipRX(index), 60+index*16 TO alienshipLX(index), 60+index*32 ) alienshipRightMove(index) = CREATE PATH( alienshipLX(index), 60+index*32 TO alienshipRX(index), 60+index*16 ) alienshipMove(index) = alienshipRightMove(index) INC index EXIT IF index = maxAlienships LOOP CLS PUT IMAGE spaceImage AT 0, 0 DO TRAVEL spaceshipMove TO spaceshipX, spaceshipY SPRITE spaceshipSprite AT spaceshipX, spaceshipY IF spaceshipX = 200 THEN spaceshipMove = spaceshipLeftMove ELSE IF spaceshipX = 50 THEN spaceshipMove = spaceshipRightMove ENDIF index = 0 DO TRAVEL alienshipMove(index) TO alienshipX, alienshipY SPRITE alienshipSprite(index) AT alienshipX, alienshipY IF alienshipX = alienshipRX(index) THEN alienshipMove(index) = alienshipLeftMove(index) ELSE IF alienshipX = alienshipLX(index) THEN alienshipMove(index) = alienshipRightMove(index) ENDIF INC index EXIT IF index = maxAlienships LOOP MSPRITE UPDATE LOOP
The instructions here refer to compiling the example from the command line. For Microsoft Windows
users we suggest using UGBASIC-IDE, which allows
you to download and compile each single example with just one click.
Are instructions for your specific home computer / console missing? First of all, check if your computer
is supported by clicking here. If so, since ugBASIC is a language which does not provide abstractions, it is possible
that this example will not work on your target. If you think this is an issue, please click here.
In order to compile the example, type this command on the command line:
Linux
ugbc.c128 -O prg -o sprites_example_10.prg sprites_example_10.bas
Windows
ugbc.c128.exe -O prg -o sprites_example_10.prg sprites_example_10.bas
For Microsoft Windows users we suggest using UGBASIC-IDE, which allows
you to download and compile this example with just one click.
In order to compile the example, type this command on the command line:
Linux
ugbc.c64 -O prg -o sprites_example_10.prg sprites_example_10.bas
Windows
ugbc.c64.exe -O prg -o sprites_example_10.prg sprites_example_10.bas
For Microsoft Windows users we suggest using UGBASIC-IDE, which allows
you to download and compile this example with just one click.
In order to compile the example, type this command on the command line:
Linux
ugbc.c64reu -O d64 -o sprites_example_10.d64 sprites_example_10.bas
Windows
ugbc.c64reu.exe -O d64 -o sprites_example_10.d64 sprites_example_10.bas
For Microsoft Windows users we suggest using UGBASIC-IDE, which allows
you to download and compile this example with just one click.
If you have found a problem trying to run this example, if you think there is a bug or, more
simply, you would like it to be improved, open an issue for this example on GitHub.
Thank you!
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