Posted: 26th Aug 2011 13:06
Hi all.

Just a few questions about the tier 1 that I don't see in the documentation...

1. Is there anything like DBP's dynamic lists in order to store UDTs (enemies, bullets...) and so or I must standard arrays to store them?
2. I've seen only alphablend apply to sprites... is there another blends (shade, additive, tint...)?

If not... are the lists and/or new blends planned for future releases?

Sorry if any of these questions have been asked before... ah! and excuse my english
Thanks in advance.
Posted: 26th Aug 2011 14:15
I could do with all of these

What would be nice is the ability to do something like the following:
+ Code Snippet
Type _bulletType
spriteID
x
y
EndType

DIM bulletArray[] as _bulletType

Do
  If 'pressed fire' Then createBullet()

  updateBullets()

  Sync()
Loop

Function createBullet()
  Local bullet as _bulletType
  bullet.spriteID = CreateSprite(bulletSprite)
  bullet.x=100
  bullet.y=100

  // From DBP, but slightly modified
  ArrayInsertAtBottom bullet, bulletArray[]
EndFunction

Function updateBullets()
  Local bullet as _bulletType

  // new command For Each
  For Each bullet in bulletArray[]
    bullet.x = bullet.x + 10

    If bullet.x > GetDeviceWidth()
      // From DBP
      ArrayDeleteElement bulletArray[]
    EndIf

  Next bullet

  // Regular code to do stuff like draw remaining bullts
EndFunction
Posted: 26th Aug 2011 15:35
Additive blending will probably make it in at some point, not for the next update though.
Posted: 26th Aug 2011 20:43
for additive blend mode
Posted: 27th Aug 2011 9:12
Thanks for the info, Paul