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Thread: Space Shooter Game Editor

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  1. #15
    Hi,

    I can't sleep, I've coded a bit, added AnimStart variable to my map data... you can set animstart for each tile, so the latest attached editor can make certain tiles be synced, and other tiles see them lights do their animation from different starting position.
    Also since now I'm only executing my DrawLevel and SyncAnim loop when the map is updated or moved.

    If you execute this one, and load the included level02.map you'll see that water is perfectly synced, the lights which i wanted to be synced are synced, and those 3 lights are using different anim start position, so don't look like exact copies of
    each other.

    Next I'm planing to add for each animated sprite , animation speed, so I can have faster and slower lights, or faster slower water,fire...etc....


    I was thinking myself about the scrooling, unfortunately I cannot simply use BackGround[i,j].WorldX and WorldY , because I'm only drawing as many sprite's as I'm actually using for 1 screen...

    I came up with a solution, which I think could work, I would create 1 more line of Sprite's , that would be beyond the screen height in the direction I'm moving.

    Then I would move WorldY until I would rich the end of this aditional (hidden) line of Sprite's , once I rich the end of it I would move my entire BackGround[i,j].Images in the apropriate directions, and reset my WorldY to the original position.

    My idea is that the redraw of the Sprite Grid would be so fast that the user would not notice it, and would "feel" like it's scrolling trough the map by 1 instead of 32 .

    Greetings
    Robert
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