Today’s little code, sine scroller in Monkey2. In the previous post you can download the code and data files for plain scroller. In this project same data files are used. Let’s take a look at the video: The scrolling isn’t very smooth in the video, but try the code: Namespace myapp #Import “<std>” #Import “<mojo>”Continue reading “Sine Wave Scroller in Monkey2”
Tag Archives: programming
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”
Unique Random Integers part II
Last year I wrote about my clumsy implementation of unique random integers system, I’ve used in my Memorable Ladies games. In those the speed isn’t a critical factor. It’s sufficient that the idea works. 🙂 In this post the idea behind unique random integers is the same, but implemented in a faster way. In the implementation IContinue reading “Unique Random Integers part II”
Example of Own Font Class in Monkey X part 2
I decided to implement in an alternative way own font class to Monkey X to use with fonts converted with my Font 2 PNG, just to for passing time. Check the previous post or the homepage of Font 2 PNG for format of the dat-file. Screenshot of the program: All you really have to understandContinue reading “Example of Own Font Class in Monkey X part 2”
Example of Own Font Class in Monkey X
I seem to live in the past… Monkey X programming language has evolved into Monkey2, but I’m still sometimes using Monkey X. I made an example class to use in Monkey X with bitmap fonts converted with my Font 2 PNG. The example uses old Mojo-module, but old examples on scaling bitmap font made withContinue reading “Example of Own Font Class in Monkey X”