Board Thread:Questions and Answers/@comment-67.161.96.157-20140617163110/@comment-24454571-20140626072320

This is an answer that I gave before; I haven't learned much more since then:

I personally don't know too much about that kind of stuff, but I think most people here do know quite a lot about that stuff. I know a few things here and there, like how two of the parameters of the SPOFS (SPRITE OFFSET) command are X, & Y values on the screen, 256x192, [although it can go beyond the screen]. By using commands like BUTTON you can have that characters X & Y values be altered.

Try something like...

ACLS:CLEAR X=128:Y=128

SPSET 0,64,2,1,1,0 'this says that Sprite 0 has parameters, 64,2,1,1,0 'which generally do silly things like flip the sprite SPOFS 0,X,Y-128,0 'this says move Sprite 0 to X, Y, over 0 frames (1/60th second)

SPOFS 0,X,Y,120 'A little animation set up for fun

@LOOP IF BUTTON(2)==1 THEN Y=1-1 'BUTTON(2) accepts buttons as they are pressed IF BUTTON(2)==2 THEN Y=Y+1 '1,2,4,8 are the control numbers for the direction keys IF BUTTON(2)==4 THEN X=X-1 'a statement like X=X+1 will change X to = X+1 IF BUTTON(2)==8 THEN X=X+1 'normally people would include VSYNC 1 which waits for the frame to update once 'as a result of not including it, the loop will accept the same button press many times IF X<=0 THEN X=0 IF X>=256 THEN X=256 'this is how I decided to keep the sprite within the boundaries of the screen IF Y<=0 THEN Y=0 IF Y>=192 THEN Y=192 'somehow something is off about it- I clearly have much to learn GOTO@LOOP

http://snailfacia.net/PTCguide/index.html#SPSET

I took some of the options from that guide.

By the way, if you're interested in typing like that ^ ^ ^ "Switch to Source Mode" at the bottom left of the post, with those little options, one of them looking like brackets, and type in there, but use the tags and < /pre > (without the spaces) around what you type - you'll know you got it right if you switch back to "Visual Mode" and it looks like a little puzzle peace.