DelphiX comes with DXWave.pas. Now I don't know if it is the same as the Wave.dcu that you are using. Atach it the next post and I'll check it out.
I know the tutorial which you are using. I have read it a while ago. At that time the provided code was fine but there was some changes made in UniDelphiX is the code should probably be updated a bit especially about "DXDraw1.Beginscene" And "DXDraw1.Endscene". which are used to group multiple draw cals. This should provide some performance increase and solve some graphical glitches that sometimes ocured in original DelphiX component set.
As far as I know "Player.SpriteImage.LoadFromGraphic" is used for drawing Delphi specific Graphics like TBitmap. And yes those need to be loaded into graphical memory while all images from DXImage list should be loaded into Graphical memory on application start. I might be wrong on this. Please check the uniDelphiX documentation.
If my memory serves me corectly you use special Image for animation sprites (it combines all animation sprites in one image formed in horizontal line). Again please check the uniDelphiX documentation on this.
I belive you are correct but to be sure I still recomend you check the UniDelphiX documentation.
Code for loading graphic is outside of the if clause that you use to check whether the players picture needs to be updated.
I'm not sure. Will have to check it out more thouraly myself.
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