@Richard I think it's a fixed INITIAL size.
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RE: Coding order and your preference?
I’d tend to agree. I tend to start with the main loop. I’m not convinced it’s the right thing to do, but it’s generally my approach. I do this because my first port of call is usually to try and implement some mechanic or other and then provided I can get that to work I tend to take it from there.
RE: Finished Projects
A small tech demo of using
setDrawTarget()with different layers. In this case I simulate an old-school system such as the ZX Spectrum. As mentioned the demo introduces draw targets, drawing to images, creating an image with
uploadImage()(NOTE: this is not uploading from PC to Switch or anything of that nature). Finally it add a renderEffect. The actual play itself also demonstrates sprite collision and bouncing sprites off each other.
Share code: N35XDMND9W
RE: Setting FPS
I'm not entirely following what you are trying to acheive because using sleep won't give you any extra usable time since Fuze will just sleep during that time and you won't be able to do anything. Although the technical answer I was given wasn't quite this straightforward, you should consider that
update()will automatically wait for the next vblank if you want to use old-school terms. But that's only really of any consequence if you have any spare time left which it sounds like you don't.
I think I get what you want, and the simple answer is that I don't think you can do it. The example in the help for time is allowing you to wait for a period of seconds to pass and that's certainly not what you want.
RE: Curves drawn using createCurve does not quite hit the final point.
If you draw a box that is outline only using the
box()command then you'll find that doesn't meet up either, though it only looks like it's a pixel or so out in that case. I suspect that's a bug too.
RE: Collision with box()
what are you trying to collide with box? I mean, if you're asking if there is collision detection between shape primitives (box) and sprites then the answer is no. But of course you can work out collisions with anything if you know the co-ordinates of the object you're colliding against and whatever it is you're controlling.