Twinkling Stars: Difference between revisions
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'''Caution: overuse of objects with the #cycle 1 command can EASILY overload the ZZT engine; even if the game is emulated at maximum speed on a fast computer.''' | '''Caution: overuse of objects with the #cycle 1 command can EASILY overload the ZZT engine; even if the game is emulated at maximum speed on a fast computer.''' | ||
* #cycle 1 | |||
* :twinkle | |||
#cycle 1 | * /i | ||
:twinkle | * /i | ||
/i | * #char 250 | ||
/i | * /i | ||
#char 250 | * #char 43 | ||
/i | * /i | ||
#char 43 | * #char 88 | ||
/i | * /i | ||
#char 88 | * #char 197 | ||
/i | * /i | ||
#char 197 | * #char 88 | ||
/i | * /i | ||
#char 88 | * #char 43 | ||
/i | * /i | ||
#char 43 | * #char 250 | ||
/i | * /i | ||
#char 250 | * #char 32 | ||
/i | * /i | ||
#char 32 | * /i | ||
/i | * /i | ||
/i | * | ||
/i | * #twinkle | ||
* | |||
#twinkle | |||
[[Category: Examples]] | [[Category: Examples]] |
Latest revision as of 05:10, 17 April 2022
This code allows for the illusion of twinkling stars. You can make a number of stars with various numbers of /i's after #char 32, with at least 3 lines different from each other, to better simulate an entire field of twinkling stars. The 'animation' can be slowed down by setting the #cycle to 2 or 3, or by adding additional /i lines between the different #char commands.
Caution: overuse of objects with the #cycle 1 command can EASILY overload the ZZT engine; even if the game is emulated at maximum speed on a fast computer.
- #cycle 1
- :twinkle
- /i
- /i
- #char 250
- /i
- #char 43
- /i
- #char 88
- /i
- #char 197
- /i
- #char 88
- /i
- #char 43
- /i
- #char 250
- /i
- #char 32
- /i
- /i
- /i
- #twinkle