Huh? The ;circle is for the Saucer section, which is circular, no corners...
But with the resolution of the calc screen, it's more RAM but much faster to use a hexagon/septagon/octagon to approximate the circle.
I dont have a clue what you are talkin about... I never have bothered with hexagon/etc on the calc... Smile
I'm saying that to speed up rendering, make a hexagon out of line commands to replace the Circle( command.
Ok, I might try that...
If you want I can work out the equations based on a center (X,Y)
Well, take a look at the current star trek game (83>BASIC>Games, TI-Freakware) and see if you think something like that is easily do able... Smile
Will do. Remind me if I don't, because the volume of schoolwork I'm currently burdened under makes it hard for me to remember anything else. Smile
ok. I will also try to list the 4 progs that contain the code for the ship's movement, to make it easier to get the info...
Excellent, thank you.
prgmZSU
prgmZSS
prgmZSD
prgmZSP
Cool, I'll check it out when I get a chance.
Well, I sent Weregoose a pm about the shield forming, and this is his response: (I had to send him another, cause there was a week without any reply, so the reply will not make sense in some spots)

Quote:
Hey, thanks for reminding me about this—I need to not read PM's
late at night when I'm prone to forget about them in the morning.

Assuming that ΔX and ΔY are both equal to one:

47→X:31→Z:7→R
DelVar UR→V
1-Ans→F
5-2R→S
Repeat U>V
Z+U
Pt-On(X-V,Ans
Pt-On(X+V,Ans
Z+V
Pt-On(X-U,Ans
Pt-On(X+U,Ans
F≥0→Y
F+AnsS+not(Ans)(2U+3→F
S+2Y+2→S
V-Y→V
U+1→U
End

X and Z are the center of the arc, and R is the radius (the hull has a radius of 7).

I hope this works out for you.

It's funny—Before I joined the community, I recall someone showing
the game around, asking if others would like it sent to their calcs. smile.gif

–Goose


I shall see how this looks, after making some alterations... Smile
  
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