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I have just started playing the game Don't Tap The White Tile on my tablet. It then struck me that a port of this could be made onto a calculator, by using the number keys to "tap" certain parts of the screen. For example: if you tap the 1 key, then it "taps" the lower left hand part of the screen. Something like this:

Code:
0->O
Repeat O=1
getKey->A
If A=92:Then
pixel-Test(some pixel in the lower left corner)->B
End
If B!=1:Then
Stop
End
End


Something like the above. I'll see if I can't get a image for Piano Tiles (the name of the game) and overlay numbers over it or something like that so it can be more easily understood.
Ah, I made something like this in Axe once, but it got deleted (VERY SAD!!). I used the top row to tap. It was pretty neat!

So, this is all BASIC? I think that you would be better off with some libraries for their rectangle commands and their shift screen down commands... That might be easier (and a whole lot faster!) than BASIC...

But I do hope you can prove me wrong and make an excellent version in BASIC! Good luck!
Great idea, but wouldn't the top row of keys be better for the input? That would probably be less confusing.

Also, is this in TI-Basic? And when you have enough could you possibly post screenshots?
I'll upload a slightly better pic in a little while. I've got an idea that needs investigating...... Like using a LOT of keys!
Michael2_3B wrote:
Great idea, but wouldn't the top row of keys be better for the input? That would probably be less confusing.

Yeah, that's what I mean. I guess what I said was confusing! Razz
I did this game for Omni's 4x3 contest a while ago; I agree with Michael, the best design imo would be to have 5 tiles going horizontally and having the user press the function keys to select a tile.
I also agree that xLIBC would make the game look better... wouldn't even be complicated, since the only command you'd need to use is real(7,9.
All right then.... Here it goes. Feel free to comment.'


Code:

0->A
10->C
0->D
Repeat A=1
real(7,9,C,D,7,10,0,1)
real(7,5,0,D,0,10,255,1)

real(2,0,0)
Ans->B
If B=11:pixel-Test(Some pixel in the lower left corner)->S
If S=0: Stop:End
If S:Then
real(7,9,0,D,7,10,148,1)
End


Something like this. God... My head hurts looking at all of these numbers!

My plan is to add 1 to D, hopefully making the rectangle move downward.
caleb1997 wrote:
All right then.... Here it goes. Feel free to comment.'


Code:

0->A
10->C
0->D
Repeat A=1
real(7,9,C,D,7,10,0,1)
real(7,5,0,D,0,10,255,1)


Something like this. God... My head hurts looking at all of these numbers!

My plan is to add 1 to D, hopefully making the rectangle move downward.


Code:
real(7,5,0,D,0,10,255,1)
This is useless, you draw a rectangle with a width of 0...
I guess you need something like this:

Code:
0->D
real(7,9,C,D,7,10,0,1
Repeat A=1
  real(7,5,C,D-1,C+7,D-1,255,0
  real(7,5,C,D+11,C+7,D+11,0,0
  D+1->D
  ....
End
PT_ wrote:
caleb1997 wrote:
All right then.... Here it goes. Feel free to comment.'


Code:

0->A
10->C
0->D
Repeat A=1
real(7,9,C,D,7,10,0,1)
real(7,5,0,D,0,10,255,1)


Something like this. God... My head hurts looking at all of these numbers!

My plan is to add 1 to D, hopefully making the rectangle move downward.


Code:
real(7,5,0,D,0,10,255,1)
This is useless, you draw a rectangle with a width of 0...
I guess you need something like this:

Code:
0->D
real(7,9,C,D,7,10,0,1
Repeat A=1
  real(7,5,C,D-1,C+7,D-1,255,0
  real(7,5,C,D+11,C+7,D+11,0,0
  D+1->D
  ....
End

Would 32->C be better in terms of size?
Please read carefully the arguments of real(7,9
I guess you will draw a rectangle, which starts at the top. Then you will need this code:

Code:
0->C
0->D
real(0,1,1
real(8,1,not(real(8,0
real(7,9,C,D,7,10,0,0
While D<120
  real(7,5,C,D-1,C+7,D-1,255,0
  real(7,5,C,D+11,C+7,D+11,0,0
  D+1->D
  ....
End
Btw, you will draw now a very small rectangle. I guess this would be 160/4 or 160/5?

Btw, a little speed comparison:

That first is smoother, the second faster. Which do you prefer?
I would like the smoother one.
  
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