This constant allows us to know which is the largest abscissa (x) that can assume the horizontal position of a sprite. It may or may not coincide with the horizontal resolution of the screen, in the sense that some graphics chipsets can move sprites far beyond what is representable (example: border management on the VIC-II).
= SPRITE MAX X
maxX = SPRITE MAX X
Join BASIC 10Liner Contest with ugBASIC!
An interesting competition is held at the beginning of each year: the
BASIC 10Liner Contest.
It is possible to use ugBASIC to participate in the next
"BASIC10Liner" competition, in the following categories:
SPRITE MAX X (constant) ↔ SprMxX
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simply, you would like it to be improved, open an issue for this example on GitHub.
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