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Re: Double Buffer

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Double Buffer
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 29 Nov 2004 09:49:47 -0600
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20041127 dot 134147 dot -433571 dot 0 dot Erockus at juno dot com>
At 1:41 PM -0600 11/27/04, Eric Richards wrote:

Well maybe I'm not doing things right...
In order to a "background" image I have to assemble it from
my tiles which comes from the Map data. Ok so I do that and
put it in to Buffer.

Now before I added Buffer2 the character wouldn't "erase" correctly.
So I added Buffer2 which has the same thing as Buffer but nothing is
drawn to Buffer2. Its more or less a reference.

I see. Well, you have two options here: you can either have a background map, which you draw from your tiles and keep around for whenever you need to erase; or you can erase by simply drawing the tiles to the appropriate areas. But that can be a bit tricky. Keeping a background map is a fine solution, but you're still just double-buffering (the background map doesn't count, in my book anyway).

 > How are you doing the collision detection?  I don't think you'll be
 > able to get much help unless you show us what you're doing.

Humm well I basically say , hey Map give me the TileID at this
location in layer 3. Then if its a tile that is a bush, wall, etc.. I
shouldn't go past it.

I see that your code is accounting for a player being larger than a single pixel, too (i.e. checking y-6 when moving up, and y+32 when moving down). This seems OK to me. The devil must be in the details -- for example, if your character is 32 pixels high, then when moving down you should probably be checking y+32+6 rather than just y+32.

Best,
- Joe

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