realbasic-games
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Re: Spritesurface's Paint Tile method not working as advertised

To: realbasic-games at lists dot realsoftware dot com
Subject: Re: Spritesurface's Paint Tile method not working as advertised
From: Jose Lopez <pepelosoft at pepelosoftware dot com>
Date: Tue, 14 Dec 2004 13:05:06 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20041214172921 dot 22BE35D20A7 at lists dot realsoftware dot com>

On Dec 14, 2004, at 12:29 PM, realbasic-games-request at lists dot realsoftware dot com wrote:

That's an interesting bug!  But, in practical terms, calling
map.Backdrop.Graphics.Pixel in your PaintTile event is not a good
idea anyway.  This is way slower than, well, virtually anything else
I can think of.  :)

Parse your map out into an array when you load the level, and
whenever you need to know what's in a particular tile, look in the
array.

Done it already and works well. Was not too much work either and the added speed is something I sure prefer over saving a few lines of code.


 I was aditionally hoping to enable the player to create own custom
maps using just a conventional drawing program, by simply drawing
overview maps and then have the game transpose those directly into
the main playing area on the fly.

You still have that.  This is exactly how most of my old
SpriteSurface demos work, including Platform Demo and RPG Demo.

Best,
- Joe

Yes, in fact, I kept that functionality easy enough. Guess my map.Backdrop.Graphics.Pixel call was just a misslead road taken by a newby. In any case, at least I tripped over an mildly interesting bug, then fixed 3 days of tapping in the dark with 2 hours of code rewrite. Thanks a lot for your help and tips though.

Cheers,
Jose

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