Hello, thank you
Hopefully I will get somewhere now. Right now I'm having a heck of a time again with loading AsphyreImages from asvf into TBitmap :
Code:
ImageTemp:=GameImages.Image[GameImages.Items[i].Name];
It does not work obviously because ImageTemp expects TBitMap , but gets TAsphyreImage ... is there a simple solution for this ?
Greetings
update :
think I will just cheat,since I'm planning to use fixed tiles, they won't change ... I'll just use ImageList 's to store tiles for the editor , and will use It like this :
Code:
procedure TForm1.DisplayAvailableTiles( TileSet : string );
var i,j : integer;
MyType : string;
begin
j:=0;
// fill up listview with images
for i:=0 to GameImages.ItemCount-1 do
begin
MyType:=copy(GameImages.Items[i].Name,0,4);
if MyType = TileSet then
begin
if TileSet = 'Land' then ListView1.SmallImages:=TileDesert;
if TileSet = 'Ocea' then ListView1.SmallImages:=TileOcean;
ListView1.Items.Add.Caption:=GameImages.Items[i].Name;
ListView1.Items.Item[j].ImageIndex:=j;
j:=j+1;
end;
end;
// set index to 0
ListView1.ItemIndex:=0;
end;
it might not be the best solution but works nicely... now using a combobox , I can display tiles per category :
-DesertTiles , OceanTils , DebrisTiles etc...
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