Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!utgpu!water!watmath!clyde!rutgers!mcnc!ece-csc!ncrcae!ncr-sd!hp-sdd!hplabs!well!ewhac From: ewhac@well.UUCP Newsgroups: comp.sys.amiga Subject: Re: BOBS Message-ID: <4098@well.UUCP> Date: Thu, 1-Oct-87 06:32:08 EDT Article-I.D.: well.4098 Posted: Thu Oct 1 06:32:08 1987 Date-Received: Sat, 3-Oct-87 10:35:09 EDT References: <146@dalcsug.UUCP> Reply-To: ewhac@well.UUCP (Leo 'Bols Ewhac' Schwab) Organization: Lt. Col. Oliver North, Overseas Shipping and Receiving. Lines: 29 In article <146@dalcsug.UUCP> peter@dalcsug.UUCP (Peter Philip) writes: >I am trying to write an arcade type game (beserk)... ^^^^^^ Sorry, "Berserk" is Copyright 1987 by Leo L. Sch..... Oh. *THAT* Bezerk. >...but cannot figure >out how to register BOB to background colisions (like walls, debris, etc). >I have no problem getting BOB to BOB or BOB to border crashes -- so >am I missing something obvious? Yes and no. BOBs *are* the background. If you draw into the background using anything other than DrawGList(), the collision routines won't know about it. DrawGList() doesn't check the background before drawing a BOB into it. There are two ways around this. One is to write your own custom blitter code (GAK!). The other (off the top of my head) is to define your walls, debris, etc. as a BOB, too, and never move it. I have no idea how much this will degrade performance. But since your walls are now a BOB, you can easily plug it into your collision handlers. Hope this helps. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ Leo L. Schwab -- The Guy in The Cape ihnp4!ptsfa -\ \_ -_ Recumbent Bikes: dual ---> !{well,unicom}!ewhac O----^o The Only Way To Fly. hplabs / (pronounced "AE-wack") "Work FOR? I don't work FOR anybody! I'm just having fun." -- The Doctor