Thanks.
I shall prepare different style track shapes as smaller individual sprite images and using a map style array to implement the whole track on the locations of each track piece on the screen.
I.E
0 - Empty
1 = Upper Left corners
2 - Upper Right corners
3 - Lower Left corners
4 = Lower Right corner
5 - Horizontal Straight
6 - Vertical Straight.
7. Diagonals
etc
etc
etc
10. Starting Grid
11. Checkpoint 1
12. Checkpoint 2
13. Checkpoint 3
14. Checkpoint 4
15. Checkpoint 5
and map data could be
leveldata[level]=
[ 1, 5, 5, 11, 5, 5, 5, 2 ]
[ 6, 0, 0, 0, 0, 0, 0, 6 ]
[ 6, 0, 0, 0, 0 , 0 , 0 , 6 ]
[ 10, 0, 0, 0, 0 , 0 , 0 , 12 ]
[ 6, 0, 0, 0, 0 , 0 , 0 , 6 ]
[ 6, 0, 0, 0, 0 , 0 , 0 , 6 ]
[ 1, 5, 5, 13, 5, 5, 5, 2 ]
- Cars start on the starting grid = 10
- Cars must pass through once (in sequence) each of the checkpoints - 11, 12, 13 , 14, 15 (max 5 checkpoints on any track
- If cars pass the 0=Empty sprite then they bounce off to keep in the track
Hope this is a good method
Will look into it soon
Thanks
Damian
Using Tier 1 AppGameKit V2
Started coding with AMOS