I was looking at your library Terry, and I was wondering if there's a SpritePath command in there someplace that I missed?
SpriteTravel lets you move a sprite in X direction at S speed, but is there a command to set up a travel path for your sprites?
Something that work work like the following.
Syntax would be like:
SpritePath routename$, route$, step
TravelRoute sprite%, routename$, speed%, repeat%
Use would be:
SpritePath GuardPatrol, "E300S300W300N300" , 1
TravelRoute GuardBob, GuardPatrol, 10,0
Then guard Bob would travel 300 (steps, clicks, pixels whatever you use. For some games -- like Dragon Warrior/Final Fantasy/Pokemon -- sprites move by tiles, not pixels) East, then 300 units South, 300 units West, 300 Units North, which would make a large square. The travel speed would be 10, and repeat would tell us how many times the sprite should make such a movement...
Actually thinking about it a bit more, the whole concept could expand to an ActionCommand
T - Turn
M - Move
R - Right, L - left, U - up , D - Down, F - Forward, B - Backwards
S - Say
P - Pause
V - Visible
U - Unvisible
A - Activate Script
E - sound Effect
F - Finish Script
..... others added as the brain thinks of them.
Then you could create cut scenes and dialog for the sprites.
ActionCommand BobsPatrol, "TR,P1,MF300,P1,TR,P1,MF300,P1,TR,P1,MF300,P1,TR,MF300,P1,S101,P3,TL,P1,TR,P1,TU,P1,TD,P1,S102,P3,TR,TL,TR,TL,TR,TL,S103,E12,P3,S104,TU,P1,F"
Then Bob would do all of the following:
(Turn Right,Pause a tick,Move Forward 300,Pause a tick) x 4 to walk a large square
Say dialog 101 "I wonder if anyone is watching?"
Pause 3 ticks
Turn left, Pause a Tick, Turn Right, Pause a Tick, Turn Up, Pause a tick, Turn Down, Pause a tick (basically check to see if anyone is watching)
Say dialog 102 "I just feel like Dancing."
Pause 3 ticks
Turn Right, Turn Left, Turn Right, Turn Left, Turn Right, Turn Left (some quick turns to simulate dancing)
Say dialog 103 "I would've made a good dancer."
Play Effect 12 "Sounds\sigh.wav"
Pause 3 ticks
Say dialog 104 "Oh well, back to work."
Turn Up
Pause 1 tick
Script is Finished. If it's called with a repeater, it sets Bob up for a unique patrol path. If it only happens once, it could be a cut-scene or so for our players, and followed by a E1,A12. (Play Effect 1 "Sounds\fanfare.wav", Action 12 (Bob has joined the party!)
Seems like it'd take some work to incorporate, but it'd allow for scripting for RPG type games and not just games like Super Mario Brothers.