1. Flicking animations...
- Posted by Mike Fowler <stoner at NELSUN.GEN.NZ> Dec 14, 1997
- 734 views
Gidday there... I'm havign trouble at the moment with my animations flicking eack time I redraw them, as below: call(wait_retrace) display_image(old, saved_screen) saved_screen = save_image... --long like cut short display_image(player[1..2], image) saved_screen is the region of the screen before the player is displayed on top of it. The reason it's flicking is bacause I redraw the old screen ovetop of the player, then redraw the player's next animation frame again, so the player is temporaraly (sp?) erased, causing a slight flicker. Can this be stopped? I'm usng vid modes 257 (640x480, 256) or 259 (800x600, 256) thanks :) Mike :) PS: i'll give you the code if you think it'd help... it's 8.summink kb compressed.
2. Re: Flicking animations...
- Posted by Michael Packard <lgp at EXO.COM> Dec 13, 1997
- 688 views
- Last edited Dec 14, 1997
On Sun, 14 Dec 1997, Mike Fowler wrote: a bunch of stuff about stomping on his player image and having to draw it again... You're doing it wrong. Use a virtual screen, update your player's position in it and draw the change to the real screen in one update. There are lots of ways to do it, the easiest way is to keep a copy of the background in a sequence, then index into the sequence to "draw" the player graphic into it, then cut the region of interest out of the "virtual screen" and display_image it in the right place. Unless your player image is HUGE (like bigger than 30x30) you should be able to do it plenty fast enough for games. The OidZone Programmer's Reference has a complete discussion of this technique with line by line source code explanation. There are also a number of graphics libraries available on the offical Euphoria site which will take care of all of this for you. Michael Packard Lord Generic Productions My new game, Runner! is coming along nicely. I'll post a screen shot later tonite.
3. Re: Flicking animations...
- Posted by DaniOrion <DaniOrion at AOL.COM> Dec 14, 1997
- 734 views
Use a virtual screen, draw everything to the v-screen, then blast it to the monitor.
4. Re: Flicking animations...
- Posted by Mike Fowler <stoner at NELSUN.GEN.NZ> Dec 15, 1997
- 718 views
-> a bunch of stuff about stomping on his player image and having to -> draw it again... -> You're doing it wrong. Use a virtual screen, update your player's -> position in it and draw the change to the real screen in one update. -> There are lots of ways to do it, the easiest way is to keep a copy of -> the background in a sequence, then index into the sequence to "draw" -> the player graphic into it, then cut the region of interest out of -> the "virtual screen" and display_image it in the right place. Unless -> your player image is HUGE (like bigger than 30x30) you should be able -> to do it plenty fast enough for games. okay, ill give that a burl, but the player is bigger than 30x30 (40x72 to be exact... its a human walking, like the kings quest kinda thing)... -> The OidZone Programmer's -> Reference has a complete discussion of this technique with line by -> line source code explanation. There are also a number of graphics -> libraries available on the offical Euphoria site which will take care -> of all of this for you. yeah i know the other graphic libraries will do it, but i'm trying to do as much of it myself as I can, and use other's code as a last resort (so far i'm only using the wait_retrace function in the MODEX.E file, and given credit for it :) thanks :) Mike :)
5. Re: Flicking animations...
- Posted by The Reaper <reaper at AURACOM.COM> Dec 15, 1997
- 716 views
At 06:46 15/12/97 GMT, you wrote: >okay, ill give that a burl, but the player is bigger than 30x30 (40x72 >to be exact... its a human walking, like the kings quest kinda thing)... What you should be doing is have your current game area in the virtual screen, then draw all nearby sprites (including PC) onto the virtual screen. Then just copy the portion of the virtual you want shown to video memory, perhaps with the PC at the center. This also takes care of sprite clipping. The Reaper (*sniff*, no more picture) Homepage: http://www.angelfire.com/nj/reaperlair/