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