>>I ran into some issues when changing the height and width properties of the
>>SuperSpriteSurface in code.
>Version 1.0 does not support it officially (the next version will). In the
>meantime, SuperSpriteSurface.Reset would reinitialize the control to draw in
>the correct position. The caveat is that the sprites in the control are also
>reset... but there might be a work around for keeping them intact:
>1) Make an array of SuperSprite objects and store a reference to each item in
>the SuperSpriteSurface.Sprites object.
>2) Update the size/location of the SuperSpriteSurface.
>3) Perform SuperSpriteSurface.Reset
>4) Loop through each item in the array you just made and use
>SuperSpriteSurface.Sprites.Append() to add it back to the SuperSpriteSurface.
I> may be forgetting a few implementation details, but this approach should
work. Don't hesitate to let me know if it does not.
Hmm? It seems like I tried that, but perhaps I didn?t do things in the right
order. I will try and do a simple project and see how that works.
>Cloning, hmm, can you send me a demo project?
I?ll try and simplify the project and send it off to you. This isn?t a big
issue for me. I was trying to duplicate some code I had written using RB3D in
the SuperSpriteSurface. This is for use as a split view in two player games.
The same effect could be done in one surface with some logic to draw the screen
correctly.
I am going through the process of exercising all of the functions of
SuperSpriteSurface and so far everything looks good. I am transferring some
code from various projects, which used Canvases and RB3D to see how well
SuperSpriteSurface works. I expect to be a paying customer soon.
Congrats and Thanks, Jim
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