--- title: "Watch Where You Are Going" type: "article" slug: "watch-where-you-are-going" url: "http://localhost/article/watch-where-you-are-going/" markdown_url: "http://localhost/article/watch-where-you-are-going.md" published_at: "2020-10-27T17:19:10+00:00" modified_at: "2024-06-23T12:02:56+00:00" featured_image: url: "http://localhost/wp-content/uploads/2022/04/20230809-041332.jpg" excerpt: "In many games you need to know if something is already in the space where you are about to print another character. Whether you are firing a missile at a target, having PacMan gobble dots, or checking for a dead end in a maze, the method is the same: calculate the new position tor your…" category: - name: "SYNC" slug: "sync" taxonomy: "category" url: "http://localhost/category/periodicals/sync/" post_tag: - name: "1984" slug: "year-1984" taxonomy: "post_tag" url: "http://localhost/tag/year-1984/" - name: "TS 1000" slug: "ts1000" taxonomy: "post_tag" url: "http://localhost/tag/ts1000/" - name: "Type-in program" slug: "type-in-program" taxonomy: "post_tag" url: "http://localhost/tag/type-in-program/" - name: "ZX81" slug: "zx81" taxonomy: "post_tag" url: "http://localhost/tag/zx81/" model: - name: "Sinclair ZX81" slug: "zx81" taxonomy: "model" url: "http://localhost/model/zx81/" - name: "Timex/Sinclair 1000" slug: "ts-1000" taxonomy: "model" url: "http://localhost/model/ts-1000/" indiv: - name: "Sharon Zardetto Aker" slug: "aker-sharon-zardetto" taxonomy: "indiv" url: "http://localhost/indiv/aker-sharon-zardetto/" publication: "Sync" publication_r: id: 10243 title: "SYNC" type: "periodical" url: "http://localhost/periodical/sync-magazine/" authors: "Sharon Zardetto Aker" volume: "4" issue: "1" issues_articles: - id: 26653 title: "SYNC v4 n1" type: "issue" url: "http://localhost/issue/sync-v4-n1/" pages: "67" pubdate: "January/February 1984" archive_link: false volumeissue: "v4n1" --- # Watch Where You Are Going In many games you need to know if something is already in the space where you are about to print another character. Whether you are firing a missile at a target, having PacMan gobble dots, or checking for a dead end in a maze, the method is the same: calculate the new position tor your moving object, check that spot on the screen before moving the character, and continue the program according to what is found in that spot. Regardless of which ZX/TS computer you are using, the theory is the same; the techniques, however, are quite different.