It’s beginning to be late night, but I want share these with you. Many of you probably remember Mid, Left and Right functions for strings in basic programming languages. Mid returns from given position x amount of chars Left returns from left x amount of chars Right returns from right x amount of chars TheseContinue reading “Mid, Left & Right functions for Strings in Cerberus X”
Category Archives: Monkey X Pro and Cerberus X programming
Font Class for my Font 2 PNG’s fonts in Cerberus X
My studies keep me really busy and tired… Still, I’m working on Cerberus X version of Easy Math Challenge, because there seems to be problem with sound in Monkey2 with 64-bit compilations for Android. Anyway, here’s direct implementation (earlier I did this for Monkey X) of font class to use with fonts made in myContinue reading “Font Class for my Font 2 PNG’s fonts in Cerberus X”
Unlimited Objects Source Code
3D Stars As Lines
I must have been really tired when I coded & posted the old 3D stars codes… Anyway, here’s code for 3D stars as lines. Below the video: To get the stars drawn as lines is really simple. In the 2D world to draw a line we need x1, y1, x2 and y2. In the projectionContinue reading “3D Stars As Lines”
Simple text scrollers in Monkey X and Monkey2
I coded today simple text scrollers in Monkey X and Monkey2. When the old school bug had bitten me I coded among other things the following: This night it’s time to just simple text scrollers code. Let’s take a look at the result of the Monkey X code: The source code: Import mojo2 Import brl.databufferContinue reading “Simple text scrollers in Monkey X and Monkey2”
Tile Scrolling with Maps Made with my Map Editor
Little tutorial on scrolling a map/world made with my Map Editor. First, the source code in full: Quite straight forward, but some words about the code. In the Map Editor dat-file, the first 4 byte integer declares the width of the map, the second the height of the map in tiles. The size of the mapContinue reading “Tile Scrolling with Maps Made with my Map Editor”
Embedding HTML5 output of Cerberus X to WordPress pages
The first thing you need is Code Embed plugin. If your HTML5 output code loads files, something must be changed in the JavaScript-code. Find the following piece of code: BBHtml5Game.prototype.PathToUrl=function( path ){ if( path.indexOf( “cerberus:” )!=0 ){ return path; }else if( path.indexOf( “cerberus://data/” )==0 ) { return “data/”+path.slice( 16 ); } return “”; } TheContinue reading “Embedding HTML5 output of Cerberus X to WordPress pages”
Old School XII – Unlimited Objects
The idea to Old School XII comes from Amiga demos from the early 90’s. First there was lots of competition in the Amiga demo scene on who makes a demo with most amount of bobs (blitter objects) in one 50Hz frame. Eventually we saw bob demos with unlimited amount of bobs! The amount of bobsContinue reading “Old School XII – Unlimited Objects”
Touching an Image in Cerberus X
This post is the 3rd in the series of touching an image pixel accurately. The second one is too complicated, now I have kept it clear and simple. The image to be touch is middle handled (this makes scaling easier) and the image both moves and is scaled real time. Here’s the source code: ImportContinue reading “Touching an Image in Cerberus X”
Snowing Effect in Monkey X
Since Christmas is coming soon, I decided to share my snowing effect code I wrote last year. The original code was written in BlitzMax. This year I have already made new Christmas intro in Monkey X. You may want to take look at the snowing effect of the Christmas video of the last year. ImportContinue reading “Snowing Effect in Monkey X”