Ok, i've seen you've posted twice, and that your join date is the 25th (odly the posts date is the 24th) .
First thing is that, as your new , your post have yet to be approved, thats why they may take a while to appear. Second, there is a minimum time between post one must make regarding asking the same question. I mean, this ain't a chat, peaple aren't standing on guard awaiting for some new threads to answer.
And third and most important, its Christmas. I find it hard to see someone going through your code when there's 1:30 hs left , and that in other time zones it might already be past 0:00 .
Ok, aside that, lets take a look at that code...
Found the following...
REM Project: jumpy
REM Created: 12/24/2007 1:23:30 AM
REM ***** Main Source File *****
REM
gosub MainSetup
gosub SetupWorld
frameTime# = 1.0
startTime = timer()
jump=3
Do
frameTime#=(frameTime# * 0.8)+((timer() - startTime)* 0.2)
startTime=timer()
paste image 2,Screen_Width,Screen_Height
if pmx#<=0
pmx#=0
endif
if pmx#>=992
pmx#=992
endif
if pmy#<=0
pmy#=0
endif
if pmy#>=736
pmy#=736
endif
gosub SetupPlayer
gosub ControlPlayer
sync
Loop
SetupPlayer:
px#=100:py#=200
px#=pmx#:py#=pmy#
load image "player.bmp",1
sprite 1,px#,py#,1
show sprite 1
return
SetupWorld:
gy=720
gx=0
ply=650
plx=50
load image "back_ground.bmp",2
load image "ground.bmp",3
load image "platform.bmp",4
sprite 3,gx,gy,3
sprite 4,plx,ply,4
return
ControlPlayer:
pmx#=sprite x(1)
pmy#=sprite y(1)
if leftkey()=1 then pmx#=pmx#-frameTime# * 0.300
if rightkey()=1 then pmx#=pmx#+frameTime# * 0.300
if spacekey()=1 and jump=0
jump=1
groundy=pmy#
endif
if groundy - pmy#>=200
jump=3
endif
if jump = 1
pmy#=pmy#-frameTime# * 0.300
endif
if sprite collision(1,4)=0 and jump<>1 then jump=3
if sprite collision(1,3)=0 and jump<>1 then jump=3
if sprite collision(1,4)=1 and jump<>1
jump=0
endif
if sprite collision(1,3)=1 and jump<>1
jump=0
endif
if jump = 0
pmy#=pmy#+frameTime# * 0.000
endif
if jump = 3
pmy#=pmy#+frameTime# * 0.300
endif
return
MainSetup:
Screen_Width#=1024
Screen_Height#=768
Screen_Bits#=32
flush video memory
sync on
sync rate 60
set image colorkey 0,0,0
set display mode Screen_Width#,Screen_Height#,Screen_Bits#
set window on
set window size Screen_Width#,Screen_Height#
set window title ""
backdrop on
return
I moved ...
if sprite collision(1,4)=0 and jump<>1 then jump=3
if sprite collision(1,3)=0 and jump<>1 then jump=3
if sprite collision(1,4)=1 and jump<>1
jump=0
endif
if sprite collision(1,3)=1 and jump<>1
jump=0
endif
upward, to make the check of no collision before and also added to each if the condition jump<>1.
The first because, as soon as it moveed it might enter the no collision if , and added that jump<>1 because its only under that condition it must work, not on all the other states of jump.
Now, i\'m not sure what type of game your trying to do here, but i\'d take a look at a tiles system before going any further as it might come usefull not only for scenary building but also for collition.
I\'m working on a 2d sidescroller, which works based on tiles, and because of that i am in no need of using the sprite collision command, as i used tiled proximity collision wich only works with numbers, making it really fast.
Hope it helps, and , if in doubt, ask...