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Old 16 June 2011, 23:12   #21
r0ber7
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Ah, so that's why it was Bitmap 4.

Instead of checking pixels, you could create arrays at the beginning of each level, containing (for every brick): x, y, x+brick_width, y+brick_height data. Then you could detect collision by checking the ball's x and y.

But then again, that's rather complicated. You could also just Scoll, see if that's more accurate.
I could drop you the Blitz manual and another (extensive) reference guide if you want.
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Old 16 June 2011, 23:19   #22
Graham Humphrey
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I've got the manual but I wasn't aware there was a reference guide? Could you chuck it my way please? Ta
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Old 17 June 2011, 02:06   #23
r0ber7
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Find it in .txt form here, plus a user's guide: http://eab.abime.net/showthread.php?t=59748
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Old 20 June 2011, 08:35   #24
Hewitson
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Surely Blitz provides a way to use hardware sprites and collision detection?
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Old 20 June 2011, 08:52   #25
Graham Humphrey
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It does but the collision detection commands (like ShapeSpriteHit and ShapesHit) can be pretty slow. Figured it would be quicker to write my own collision routines rather than rely on the default ones, especially for something so (ahem) simple.
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Old 22 June 2011, 19:41   #26
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Have you looked at any of the third party libraries??
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Old 22 June 2011, 19:44   #27
Graham Humphrey
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The only additional libraries I am aware I have installed are the ones with the Blitz Support Suite.
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Old 22 June 2011, 19:50   #28
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Check Aminet,

There are loads of support libs, not sure how many work in Blitz mode though.
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Old 23 June 2011, 19:27   #29
Lonewolf10
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Quote:
Originally Posted by bippym View Post
Check Aminet,

There are loads of support libs, not sure how many work in Blitz mode though.
I agree, I often see various Blitz support libs uploaded to Aminet, but as I'm an AMOS (and assembler) fan they are no good to me.


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Old 27 June 2011, 13:16   #30
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Quote:
Originally Posted by r0ber7 View Post
Instead of checking pixels, you could create arrays at the beginning of each level, containing (for every brick): x, y, x+brick_width, y+brick_height data. Then you could detect collision by checking the ball's x and y.

Thats exactly what I was going to suggest and how I would do it. Would it be that complicated ? It would be very accurate and should be quite quick as well
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