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09 June 2016, 12:16   #23
Brick Nash
Registered User

Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 211
Quote:
 Originally Posted by volvo_0ne Code: ```Screen Open 0,320,200,32,Lowres Flash Off : Curs Off : Cls 0 Double Buffer AM\$="A: Let R0=J1; If R0=1 Jump C; If R0=2 Jump D; " AM\$=AM\$+"If R0=4 Jump E; If R0=8 Jump F; Pause; Jump A; " AM\$=AM\$+"C: Let Y=Y-1; Pause; Jump A; " : Rem UP AM\$=AM\$+"D: Let Y=Y+1; Pause; Jump A; " : Rem DOWN AM\$=AM\$+"E: Let X=X-1; Pause; Jump A; " : Rem LEFT AM\$=AM\$+"F: Let X=X+1; Pause; Jump A; " : Rem RIGHT Bob 1,160,100,1 : Rem Place the bob near centre of screen Channel 1 To Bob 1 Amal 1,AM\$ Amal On 1 Wait Key``` Try this for an AMAL Joystick test routine, It's very basic (well AMAL actually) but it can easily be expanded on. It also works in DIRECT mode You must have at least 1 BOB in the bob bank (pref 32x32 Pixels but not important.) Hope this gives you some ideas. V1 PS: The CASE of the lettering in the strings is VERY IMPORTANT.....
Excellent thanks I'll give it a try, it's just what I've been looking for. My joystick routine is a bit clunky right now as shifting from a horizontal or vertical to a diagonal doesn't work that well so I was planning on re-writing it anyway.

Oh and for anyone else who may read this in the future I solved my bob sync problem.

Turns out it was just a case of writing - Bob 2,X Bob(1),Y Bob(1),8 and that made Bob 2 appear at Bob 1's co-ordinates nicely!

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