>
> Do this:
> 1) Create a SpriteSurface subclass if you haven't already. You really
> should that way you can reuse the code from project to project very
> easily.
>
> 2) Put this in the PaintTile event of the subclass after defining
> TileHeight and TileWidths as constants or properties.
>
> /////////////////////////////////////////
> // Contributed by Joe Strout //
> /////////////////////////////////////////
>
> Dim startcol, endcol, startrow, endrow As Integer
> Dim row, col As Integer
> Dim worldX, worldY As Integer
> Dim dx, dy As Integer
>
> if TileWidth > 0 and TileHeight > 0 then
> worldX = xpos * 64
> worldY = ypos * 64
> startcol = worldX / TileWidth
> startrow = worldY / TileHeight
> endcol = (worldX + 63) / TileWidth
> endrow = (worldY + 63) / TileHeight
>
> dy = startrow * TileHeight - worldY
> for row = startrow to endrow
> dx = startcol * TileWidth - worldX
> for col = startcol to endcol
> PaintTile g, dx, dy, row, col
> dx = dx + TileWidth
> next
> dy = dy + TileHeight
> next
>
> else
> PaintTile g, xpos, ypos, row, col
> end if
>
> 3) Then put this in the instance:
>
> dim p as picture
>
> p = SWWorld1.map.GetTile(row, column)
>
> if p <> nil then
> if xpos > 0 and ypos > 0 and xpos < me.SurfaceWidth and ypos <
> me.SurfaceHeight then
> g.drawpicture p, xpos, ypos
> end if
> end if
>
> (I've rewritten that last bit of code several times so I'm not sure if
> it's absolutely correct.)
> You should obviously modify the instance code to suit your needs but
> you should only need to modify the second line.
>
>
Ok so I make a class called Game_Surface and then make its
super Sprite Surface?
Now this may be a dumb question but umm..how do make
and instance of it?
I haven't really made a subclass and instance..
Well I have changed a classes super to thread...
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