Hello,
[ Did not have much time to work on this editor thing,because I had to finish a database program that showcases (sorta) my knowledge , so that I may finally get a IT related job here in Germany ...]
Anyway some update, I've been banging my head against the wall , because with my new editor layers 0 and 1 did not work properly , example, I've put a transparent shore tile on Layer1, then I've put an Ocean tile on Layer0 , the Ocean tile would be on top of the shore one, I've looked at the damn code for hours what could be wrong, even created a stringgrid for all arrays to display raw tile names.
And then I found this in AsphyreSprite.pas
Code:
constructor TSprite.Create(const AParent: TSprite);
begin
inherited Create;
FParent := AParent;
if FParent <> nil then
begin
FParent.Add(Self);
if FParent is TSpriteEngine then
FEngine := TSpriteEngine(FParent)
else
FEngine := FParent.Engine;
Inc(FEngine.FAllCount);
end;
FX := 200;
FY := 200;
FZ := 0;
if Z = 0 then
Z := 1;
FWidth := 64;
FHeight := 64;
FName := '';
FZ := 0;
FPatternIndex := 0;
FDoCollision := False;
FMoved := True;
FEffect := beNormal;
FVisible := True;
FTag := 0;
end;
see ? if Z = 0 then Z := 1; god dammit ...anyway back on track now, once the editor progresses as far as the other one with older Asphyre I will post it here along with source and all...
Greetings
Robert
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