{{htmlmetatags>metatag-robots=() metatag-title=(SPRITE MANAGEMENT MOVING PARALLEL SPRITES IN GAMELOOP | ugBASIC User Manual) metatag-keywords=(ugBASIC,Commodore 64,Commodore PLUS/4,ZX Spectrum) metatag-description=(An isomorphic language for retrocomputers) metatag-media-og:image=(:ugbasic:logo-ugbasic-fb.png) metatag-og:title=(SPRITE MANAGEMENT MOVING PARALLEL SPRITES IN GAMELOOP | ugBASIC User Manual) metatag-og:description=(An isomorphic language for retrocomputers) }} ====== ugBASIC User Manual ====== ===== SPRITE MANAGEMENT MOVING PARALLEL SPRITES IN GAMELOOP ===== ==== PURPOSE ==== This example shows how to move sprites by using the multitasking feature, assigning a movement routine to each sprite, and inside a game loop, to improve performances on VBL constaint systems. ==== SOURCE CODE ==== BITMAP ENABLE (2) CONST spriteCount = 8 DEFINE TASK COUNT spriteCount DIM sprites AS SPRITE (spriteCount) DIM x AS POSITION (spriteCount) DIM y AS POSITION (spriteCount) spriteImage = LOAD IMAGE("drop.png") GLOBAL sprites,x,y,spriteImage drops = 0 dropskip = (BYTE) ( SPRITE HEIGHT * 2 ) FOR i=0 TO spriteCount-1 sprites(i) = SPRITE(spriteImage) NEXT BEGIN GAMELOOP PARALLEL PROCEDURE dropDown SPRITE [sprites] ENABLE DO [x] = RANDOM WIDTH FOR [y] = 0 TO SCREEN HEIGHT + IMAGE HEIGHT(spriteImage) SPRITE [sprites] AT [x], [y] COLOR BLUE NEXT LOOP END PROC IF drops < (spriteCount-1) THEN DEC dropskip IF dropskip = 0 THEN SPAWN dropDown dropskip = SPRITE HEIGHT INC drops ENDIF ENDIF END GAMELOOP ==== SOURCE FILE ==== * ''[[https://github.com/spotlessmind1975/ugbasic/tree/main/examples/sprites_example_03.bas|sprites_example_03.bas]]'' ==== HOW TO COMPILE AND RUN ==== The instructions here refer to compiling the example from the command line. For Microsoft Windows users we suggest using **[[https://spotlessmind1975.itch.io/ugbasic-ide|UGBASIC-IDE]]**, which allows you to compile the example with just one click.=== ATARI 400/800 family === In order to compile and run the example, you need to have the Altirra emulator, and in particular that the ''altirra'' executable is accessible. Then, type this command on the command line: # Linux ugbc.atari sprites_example_03.bas -o example.xex altirra example.xex # Windows ugbc.atari.exe sprites_example_03.bas -o example.xex altirra example.xex === ATARI 600XL/800XL/1200XL/XG(SE) family === In order to compile and run the example, you need to have the Altirra emulator, and in particular that the ''altirra'' executable is accessible. Then, type this command on the command line: # Linux ugbc.atarixl sprites_example_03.bas -o example.xex altirra example.xex # Windows ugbc.atarixl.exe sprites_example_03.bas -o example.xex altirra example.xex === Commodore 64 === In order to compile and run the example, you need to have the VICE emulator, and in particular that the ''x64sc'' executable is accessible. Then, type this command on the command line: # Linux ugbc.c64 sprites_example_03.bas -o example.prg x64sc example.prg # Windows ugbc.c64.exe sprites_example_03.bas -o example.prg x64sc example.prg === Commodore 64+REU === In order to compile and run the example, you need to have the VICE emulator, and in particular that the ''x64sc'' executable is accessible. Then, type this command on the command line: # Linux ugbc.c64reu sprites_example_03.bas -o example.prg x64sc -reu example.prg # Windows ugbc.c64reu.exe sprites_example_03.bas -o example.prg x64sc -reu example.prg === Commodore PLUS/4 === == Using YAPE == In order to run the example, you need to have the YAPE emulator. In particular that the ''yape'' executable is accessible. Then, type this command on the command line: # Linux ugbc.plus4 sprites_example_03.bas -o example.prg yape example.prg # Windows ugbc.plus4.exe sprites_example_03.bas -o example.prg yape example.prg == Using VICE == In order to run the example, you need to have the VICE emulator. In particular that the ''xplus4'' executable is accessible. Then, type this command on the command line: # Linux ugbc.plus4 sprites_example_03.bas -o example.prg xplus4 example.prg # Windows ugbc.plus4.exe sprites_example_03.bas -o example.prg xplus4 example.prg === Dragon 32 === In order to compile and run the example, you need to have the XROAR emulator, and in particular that the ''xroar'' executable is accessible. Then, type this command on the command line: # Linux ugbc.d32 sprites_example_03.bas -o example.bin xroar -rompath (your rom path) example.bin # Windows ugbc.d32.exe sprites_example_03.bas -o example.bin xroar.exe -rompath (your rom path) example.bin === Dragon 64 === In order to compile and run the example, you need to have the XROAR emulator, and in particular that the ''xroar'' executable is accessible. Then, type this command on the command line: # Linux ugbc.d64 sprites_example_03.bas -o example.bin xroar -rompath (your rom path) example.bin # Windows ugbc.d64.exe sprites_example_03.bas -o example.bin xroar.exe -rompath (your rom path) example.bin === PC128 Olivetti Prodest === In order to compile and run the example, you need to have the DCMOTO emulator, and in particular that the ''dcmoto'' executable is accessible. Then, type this command on the command line and on the emulator: # Linux ugbc.pc128op sprites_example_03.bas -o example.k7 dcmoto (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC # Windows ugbc.pc128op.exe sprites_example_03.bas -o example.k7 dcmoto (choose example.k7) (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC === Thomson MO5 === In order to compile and run the example, you need to have the DCMOTO emulator, and in particular that the ''dcmoto'' executable is accessible. Then, type this command on the command line and on the emulator: # Linux ugbc.pc128op sprites_example_03.bas -o example.k7 dcmoto (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC # Windows ugbc.pc128op.exe sprites_example_03.bas -o example.k7 dcmoto (choose example.k7) (choose BASIC 128) CLEAR,&H2FFF: LOADM"CASS:",R: EXEC === Commodore VIC-20 === In order to compile and run the example, you need to have the VICE emulator, and in particular that the ''xvic'' executable is accessible. Then, type this command on the command line: # Linux ugbc.vic20 sprites_example_03.bas -o example.prg xvic --memory 24k example.prg # Windows ugbc.vic20.exe sprites_example_03.bas -o example.prg xvic --memory 24k example.prg === ZX Spectrum === In order to compile and run the example, you need to have the Speccy emulator, and in particular that the ''speccy'' executable is accessible. Then, type this command on the command line: # Linux ugbc.zx sprites_example_03.bas -o example.tap Speccy example.tap # Windows ugbc.zx.exe sprites_example_03.bas -o example.tap Speccy example.tap === MSX === In order to compile and run the example, you need to have the openMsx or the BlueMSX emulator, and in particular that its executable is accessible. Then, type this command on the command line: == openMSX == # Linux ugbc.msx1 sprites_example_03.bas -o example.rom openmsx -cart example.rom # Windows ugbc.msx1.exe sprites_example_03.bas -o example.rom openmsx -cart example.rom == blueMSX == # Linux ugbc.msx1 sprites_example_03.bas -o example.rom bluemsx example.rom # Windows ugbc.msx1.exe sprites_example_03.bas -o example.rom bluemsx example.rom === ColecoVision === In order to compile and run the example, you need to have the openMsx or the BlueMSX emulator, and in particular that its executable is accessible. Then, type this command on the command line: == openMSX == # Linux ugbc.coleco sprites_example_03.bas -o example.rom openmsx -machine \"COL - ColecoVision\" -cart example.rom # Windows ugbc.coleco.exe sprites_example_03.bas -o example.rom bluemsx -machine \"COL - ColecoVision\" example.rom == blueMSX == # Linux ugbc.coleco sprites_example_03.bas -o example.rom bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom # Windows ugbc.coleco.exe sprites_example_03.bas -o example.rom bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom === SEGA SC-3000 === In order to compile and run the example, you need to have the BlueMSX emulator, and in particular that its executable is accessible. Then, type this command on the command line: # Linux ugbc.sc3000 sprites_example_03.bas -o example.rom bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom # Windows ugbc.sc3000.exe sprites_example_03.bas -o example.rom bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom === SEGA SG-1000 === In order to compile and run the example, you need to have the BlueMSX emulator, and in particular that its executable is accessible. Then, type this command on the command line: # Linux ugbc.sg1000 sprites_example_03.bas -o example.rom bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom # Windows ugbc.sg1000.exe sprites_example_03.bas -o example.rom bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom ==== ANY PROBLEM? ==== If you have found a problem trying to run this example, if you think there is a bug or, more simply, you would like it to be improved, [[https://github.com/spotlessmind1975/ugbasic/issues/new?title=IMPROVE SPRITE MANAGEMENT MOVING PARALLEL SPRITES IN GAMELOOP|open an issue]] for this example on GitHub. Thank you!===== POWERED BY ===== [[:ugbasic:user:examples|{{ :ugbasic:user:logo-ugbasic.png?nolink&600 |}}]]