On Sep 27, 2005, at 8:24 PM, James Noe wrote:
Jesse Simko wrote:
If you change the aspect ratio of a SuperSpriteSurface while
scaling it, the sprites will be stretched and distoreted. But
scaling the SuperSpriteSurface without changing its aspect ratio
works great. (You still might need to call "reset" to make it look
right.)
That's why in my game engine, every screen setting conforms to a
4:3 aspect ratio.
--Jesse
That’s a good tip. That matches what I am seeing on my screen. Does
that cause the sprites to also get scaled with the size of the
SuperSpriteSurface? I can see situations where you would want that
behavior and situations where you wouldn’t want it. I imagine if
the sprites are scaled you could always iterate through all of the
sprites and change it back to 1 if that is what you are looking for.
As I was trying to come to grips with this I tried making the
SuperSpriteSurface as large as my largest window size and if I made
my window size smaller, I made sure in code to keep all of the
sprites in the visible portion of the surface. This worked Ok for
my simple demo project but may use up more graphic memory. I am not
sure if portions of the surface outside the window border get
culled or not. If you want your sprites scaled you also need to do
that in code as well, to match the new window size.
Thanks, Jim
In order to scale sprites along with the SuperSpriteSurface, you
would have to do something like this:
SuperSpriteSurface1.sprites.scale = 1 / (SuperSpriteSurface1.width /
1024)
(In this case, 1024 was the width of the SuperSpriteSurface at the
start of the game.)
That's what I had did to make sprites scale in the Power Game Factory
game engine, and it's worked out pretty well.
--Jesse
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