Ok I have gotten the inputkey code to work so I can use the space bar to change my sprite to it's firing position sprite. My problem is once I get the sprite moving with the running sprites nd the space key is pressed how do I get it to show in the exact spot that the running or standing still sprite is in.
Here is the code I have so far. I am in very early stages just getting the sprite to move and fire. It is organized and it had a detailed layout so that I can find things easily.
Also if anyone has any ideas or things I should input into my code or change please let me know.
REM ________________________________________
REM
REM - PROJECT CODE NAME : ACTION BATTLE -
REM - DESCRIPTION : ACTION PLATFORMER -
REM - 1ST VERISON 1.0
REM - DATE STARTED 4/27/04
REM ________________________________________
REM --------------------------------------------
REM STATUS AND PROGRESS TRACKING DOCUMENTATION
REM --------------------------------------------
REM 4/27/04 - BEGAN WORKING ON PROJECT CODE NAMED - ACTION BATTLE -
REM CREATED HERO SPRITE, BEGAN PREPARING HERO IMAGES AND SPRITES,
REM BEGAN TESTING IMAGES AND SPRITES ONSCREEN, ( SUCCESS )
REM ---------------------------------
REM BITMAP AND IMAGE SPECIFICATIONS
REM ---------------------------------
REM BMP 1 = HERO SPRITE SHEET
REM FROM THIS POINT ON GAME PROGRAMMING BEGINS
REM GAME PROGRAMMING BEGINS
REM ------------------------------------
REM : LOAD HERO STANDING STILL SPRITE
REM ------------------------------------
REM / LINE 1 : LOAD HERO SPRITE SHEET AS HIDDEN BMP SLOT 1
REM / LINE 2 : LOAD HERO SPRITE SHEET AS IMAGE IN MEM SLOT 1
REM / LINE 3 : GRAB HERO STANDING STILL SPRITE FROM SPRITE SHEET
REM BY SELECTING THE COORDINATES ON THE BMP TO EXTARCT FROM
LOAD BITMAP "Heros Sprite Sheet.bmp",1
LOAD IMAGE "Heros Sprite Sheet.bmp",1
GET IMAGE 1,101,482,129,524
REM ------------------------------------------------------------------------
REM : SET THE POSITION OF HERO SPRITE ( CHANGE X AND Y TO POSITION SPRITE )
REM -----------------------------------------------------------------------
REM / LINE 4 : SET THE BACKGROUND OF THE SPRITE TO TRANSPARENT SO THAT
REM THE BACKGROUND COLOR ON THE BMP IS NOT SHOWN ON THE SPRITE
REM AND SET THE REFRESH OF THE SPRITE SO THAT IT WILL NOT
REM LEAVE AN AFTER IMAGE OF ITSELF WHEN MOVING
REM / LINE 5 : SET THE POSITION OF THE HERO SPRITE ON SCREEN WHEN
REM IT WILL BE LOADED IN LINE 6
SET SPRITE 1,1,1
SPRITE 1,x,y,1
REM -------------------------------------------
REM : ENLARGE SPRITE BY 150 % OF ORGINAL SIZE
REM : SHOW HERO SPRITE ON SCREEN AS SPRITE 1
REM -------------------------------------------
REM / LINE 7 : ENLARGE HERO STANDING STILL SPRITE TAKEN FROM LINE 3
REM AND ENLARGE IT BY 150 % OF IT'S ORIGINAL SIZE
REM / LINE 8 : SHOW HERO STANDING STILL SPRITE ON SCREEN
REM AND ENLARGED BY LINE 7'S SCALE COMMAND
SCALE SPRITE 1,150
SHOW SPRITE 1
REM -----------------------------------------------------------------------
REM : IF SPACE KEY IS PRESSED CHANGE HERO STILL SPRITE TO SHOOTING SPRITE
REM : IF SPACE KEY PRESSED FIRE BULLET FROM HERO SPRITE ( NA )
REM -----------------------------------------------------------------------
REM / LINE 9 : START IF SPACE KEY IS PRESSED CODE
REM / LINE 10 : IF SPACE KEY IS PRESSED GET HERO SHOOTING SPRITE
REM / LINE 11 : SCALE HERO SHOOTING SPRITE TO 150 % OF ORIGINAL SIZE
REM / LINE 12 : SHOW HERO SHOOTING SPRITE WHEN SPACE KEY IS PRESSED
REM / LINE 13 : WAIT
REM / LINE 14 : GET HERO STAND STILL IMAGE
REM / LINE 15 : SCALE HERO STAND STILL SPRITE BY 150 % OF ORIGIANL SIZE
REM / LINE 16 : SHOW HERO STAND STILL SPRITE
REM / LINE 17 : END IF
IF SPACEKEY()
GET IMAGE 1,185,485,207,523
SCALE SPRITE 1,150
SPRITE 1,x,y,1
WAIT 100
GET IMAGE 1,101,482,129,524
SCALE SPRITE 1,150
SPRITE 1,x,y,1
ENDIF
"The Infamous J Nice"