At 3:46 PM -0500 12/11/04, Jose Lopez wrote:
Makes a lot of sense, too, but since I am hoping to put emphasis on
the strategic and tactical side of things and much less weight on
graphics and fast action, I think it would be friendlier not to hog
the processor. Anyway, it seems to me that, should I change my mind
later, it will not be too dificult changing the whole thing over to
threats or a thight loop.
That's true.
So I checked online code examples (Blasteroids from Joe Strout) and
tried examples from Matt Neuburg's 'Definite Guide to RB' and they
did not work as advertised either in their PaintTile sections. But
when inserting the command g.useOldRenderer=true at the beginning of
the subroutine, these examples worked just fine, with a smooth, sexy
scroll animation.
Ah yes, that's true, you have to UseOldRenderer with the PaintTile
event on OS X. I've updated my Blasteroids example on the CD to
include this. Where did you get an older version of that example?
Hmm... maybe the one on my web site is out of date; I'll look into
that.
But in my code, despite putting g.useOldRenderer=true everywhere,
even on the toilet-paper, it still will not run properly. All the
new tiles get drawn to the top left corner and scrolling is choppy.
Hmm. Are you trying to call PaintTile manually or some such?
My project is a bit more complicated than the examples, since I have
the spritesurface, which is the main playing area, and a canvas
which displays a small overhead map of the whole game area, which is
much larger than the spritesurface can show.
Where is this canvas? You don't have these controls overlapping, do
you? That would be very bad mojo. Assuming the canvas is not
touching the SpriteSurface, I can't imagine that would be involved.
Why don't you take a step back, and try making a simple example that
simply scrolls a SpriteSurface at a constant rate, keeping a single
sprite centered on the screen. In the PaintTile event, just paint
the tile row/column or something like that. If that works for you,
then you can start picking apart the difference between that and your
real game.
Best,
- Joe
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