LINE 20: |
FORS1=12288 TO 12350 |
We are going to use ONE SPRITE (sprite 0) in this
animation, but we are going to use THREE sets of
sprite data to define three separate shapes. To
get our animation, we will switch the POINTERS
for sprite 0 to the three places in memory where
we have stored the data which defines our three
different shapes. The same sprite will be redefined
rapidly over and over again as 3 different
shapes to produce the dancing mouse animation.
You can define dozens of sprite shapes in DATA
STATEMENTS, and rotate those shapes through
one or more sprites. So you see, you don't have to
limit one sprite to one shape or vice-versa. One
sprite can have many different shapes, simply by
changing the POINTER SETTING FOR THAT SPRITE to
different places in memory where the sprite data
for different shapes is stored. This line means we
have put the DATA for "sprite shape 1" at memory
locations 12288 to 12350. |
READ Q1 |
Reads 63 numbers in order from the DATA statements
which begin at line 100. Q1 is an arbitrary
variable name. It could just as easily be A, Z1 or
another numeric variable. |
POKES1,Q1 |
Pokes the first number from the DATA statements
(the first "Q1" is 30) into the first memory
location (the first memory location is 12288). This
is the same as POKE12288,30. |
NEXT | This tells the computer to look BETWEEN the FOR and
NEXT parts of the loop and perform those in-between
commands (READQ1 and POKES1,Q1 using the NEXT
numbers in order). In other words, the NEXT
statement makes the computer READ the NEXT Q1 from
the DATA STATEMENTS, which is 0, and also
increments S1 by 1 to the next value, which is
12289. The result is POKE12289,0... the NEXT
command makes the loop keep going back until the
last values in the series, which are POKE 12350,0.
|