X, Y = term.getSize(6
for posX=n,x do
term.setCursorPos(n, 0)
write(".")
end
And it will write "." across the top of the screen. Like pixels (but bigger and 2 colors (black and white))
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[1.4] Exact Position
Started by ComputerCraftFan11, 15 May 2012 - 04:11 PMPosted 15 May 2012 - 06:11 PM
For 1.4, I request exact cursor postion (no grid). So that way, we can do this:
Posted 15 May 2012 - 08:30 PM
I don't really get it.
We already have exact cursor position.
We already have exact cursor position.
Posted 15 May 2012 - 09:16 PM
he means not having characters be on a grid, combined with more precise mouse checking
Posted 16 May 2012 - 12:07 AM
Nope. For cursor position it will only ever be a grid with x and y char positions.
If a graphical mode is added later, it will be different.
If a graphical mode is added later, it will be different.
Posted 16 May 2012 - 03:26 AM
yea, the only way that will happen is when they add graphics mode like in qbasic :3
Posted 16 May 2012 - 12:32 PM
And pixel graphics won't be added because of network traffic limitations. Addidtionally, dan wants it to be text-based.
Posted 16 May 2012 - 03:40 PM
nope nope, im going to assume you mean full 800x800 res RGB support, dan will not do that so bandwidth is not a problemAnd pixel graphics won't be added because of network traffic limitations. Addidtionally, dan wants it to be text-based.
it would be better to have each space for a character to hold 4-6 pixels and with proper networking you can get 450-675 bytes on a complete refresh of the screen, and graphics dont need to be sent to the client unless they have the gui open
Posted 16 May 2012 - 04:44 PM
You do realize that there is more data to be sent through the network than just screen data? Things like minecraft worlds do use up a lot of traffic already. And I personally have a very bad inet connection, stuff like this would kill it completely.
Posted 16 May 2012 - 05:26 PM
it will use 2-1.5x less bandwith than a standard text display, 4-6 bits per character space while normally it uses 8 bits per character
it depends on how fast the screen is updated and for spammy flashing screens they souldnt be allowed at all anyways
and the other data will be minimal because you can just send it over as raw tile entity data, that only adds about 100 bytes max
it depends on how fast the screen is updated and for spammy flashing screens they souldnt be allowed at all anyways
and the other data will be minimal because you can just send it over as raw tile entity data, that only adds about 100 bytes max
Posted 16 May 2012 - 06:00 PM
oh and how you could make it even faster the server could send the displaying code then send the perimeters for that code when it is executed reducing network lag a ton because it dosent have to send a whole snapshot of the screen every time it is updated
Posted 16 May 2012 - 06:08 PM
It's not pixels, it's just removing the grid, and the you can put a "." and make it act like a text-based oversized pixel :P/>/>
Posted 16 May 2012 - 06:10 PM
It's not pixels, it's just removing the grid, and the you can put a "." and make it act like a text-based oversized pixel :P/>/>
It isn't going to happen. The grid is because it is text based. If graphics do get added, it won't be a case of rendering text to certain locations.