Drawing The Sprite Image - Commodore 128 System Manual

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by 21 pixels tall in standard bit map mode or 12 pixels
wide by 21 tall in multicolor bit map mode.
2. Use the SSHAPE statement to store the picture data into a
string variable.
3. Transfer the picture data from the string variable into a
sprite with the SPRSAV statement.
4. Turn on the sprite, color it, select either standard or
multicolor mode and expand it, all with the SPRITE
statement.
5. Move the sprite with the MOVSPR statement.

Drawing the Sprite Image

Here are the actual statements that perform the sprite operations.
When you are finished with this section, you will have written your
first sprite program. You'll be able to RUN the program as much
as you like, and SAVE if for future reference.
The first step is to draw a picture (24 by 21 pixels) on the screen
using DRAW, CIRCLE, BOX or PAINT. This example is performed
in standard bit map mode, using a black background. Here's the
statements that set the graphic mode and color the screen
background black.
5 COLOR 0,1 :REM COLOR BACKGROUND BLACK
10 GRAPHIC 1,1 :REM SET STND BIT MAP MODE
The following statements DRAW a picture of a racing car in the
upper-left corner of the screen. You already learned these
statements in the last section.
6-18

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