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Re: Ok...... tiles and Sprite Surface

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Ok...... tiles and Sprite Surface
From: John Balestrieri <mrjohn at tinrocket dot com>
Date: Mon, 28 Jul 2003 15:01:50 -0400




So if I use 32x32 I would need to draw 4 for ever I tile of Sprite
Surface...ewe

Yes.

That sounds very hard....

Well, it won't seem so hard in another year or two, but yes, for now
you should seize any opportunity to make it easier.


Well may in 10 to 20. ;-)


Here is something from my current project which draws a map in the PaintTile event, based on an image.

  g.ForeColor = navigator.navigationMap.RGBSurface.Pixel(xpos,ypos)
  g.FillRect 0,0,64,64

The above will give you 64x64 tiles, below:

g.ForeColor = navigator.navigationMap.RGBSurface.Pixel((xpos*2),(ypos*2))
  g.FillRect 0,0,32,32
g.ForeColor = navigator.navigationMap.RGBSurface.Pixel((xpos*2)+1,(ypos*2))
  g.FillRect 32,0,32,32
g.ForeColor = navigator.navigationMap.RGBSurface.Pixel((xpos*2),(ypos*2)+1)
  g.FillRect 0,32,32,32
g.ForeColor = navigator.navigationMap.RGBSurface.Pixel((xpos*2)+1,(ypos*2)+1)
  g.FillRect 32,32,32,32


will give you tiles the size of 32x32. it's very simple, your just filling the 64x64 area with what ever number of tiles you want, in the first case, 1 tile. In the second, 4.


John


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