1. BGTE 2 and Bitmaps
- Posted by Scott Stubberud <ampenter at SISNA.COM> May 20, 1997
- 777 views
Hi Guys David Your BGTE 2 is great can not wait for the final ver,also can not wait for 3?????(hint,hint) I need some help I am trying to write a program an PGN READER it reads chess moves,but the proublm is that I don't know how to make the chess pieces move,I have the chess board as a bitmap,do I make the chess pieces bitmap's too? if anyone has code that I can look at that would help Thanks David Mosley
2. Re: BGTE 2 and Bitmaps
- Posted by Michael Packard <lgp at EXO.COM> May 20, 1997
- 731 views
On Tue, 20 May 1997, Scott Stubberud wrote: > > Hi Guys > David Your BGTE 2 is great can not wait for the final ver,also can not wait > for 3?????(hint,hint) > I need some help I am trying to write a program an PGN READER it reads > chess moves,but the proublm is that I don't know how to make the chess > pieces move,I have the chess board as a bitmap,do I make the chess pieces > bitmap's too? if anyone has code that I can look at that would help yes, you make each piece an individual bitmap and move them independently on the board. You'd use the sprite techniques we've discussed on here to mask the pieces against the background. I can send you some code to do that stuff if ya want. (gotta dig up some chess piece images) Michael Packard Lord Generic Productions lgp at exo.com http://exo.com/~lgp A Crash Course in Game Design and Production http://exo.com/~lgp/euphoria
3. Re: BGTE 2 and Bitmaps
- Posted by David Alan Gay <moggie at INTERLOG.COM> May 20, 1997
- 770 views
> David Your BGTE 2 is great can not wait for the final ver,also can not wait > for 3?????(hint,hint) I'm glad you liked the tutorial :)....but 3 ???? Yeeaaargh!!! Not for at least another year! ;>..this tutorial has been a lot of work :> > I need some help I am trying to write a program an PGN READER it reads > chess moves,but the proublm is that I don't know how to make the chess > pieces move,I have the chess board as a bitmap,do I make the chess pieces > bitmap's too? if anyone has code that I can look at that would help You can make the chess pieces bitmaps or from creating a sequence made up of sequences right inside your program. Each atom element of each sequence element in the sequence represents the pixel colour. Movement is simply repeating the following steps in a loop: -saving the background the chesspiece is going to cover using save_image(), -displaying the chesspiece for a certain amount of time using display_image(), -restoring the saved background using display_image(), -adjusting the upper left x and y corner by the appropriate positive or negative increment. This only works with shapes that have a rectangular border however. If you want an example of overlaying an irregular shape over a background, I can send you some code on how I placed the index menu over the background in ABGTE2. It is based on the suggestion Jacques Deschenes and Michael Bolin offered two months ago that uses and_bits() and or_bits(). David
4. Re: BGTE 2 and Bitmaps
- Posted by Architek <architek at GEOCITIES.COM> May 20, 1997
- 736 views
Scott Stubberud wrote: > I need some help I am trying to write a program an PGN READER it reads > chess moves,but the proublm is that I don't know how to make the chess > pieces move,I have the chess board as a bitmap,do I make the chess pieces > bitmap's too? if anyone has code that I can look at that would help Small help: 1.- Display the chess board image (use read_bitmap & display_image) 2.- Save the "square" here the piece should be, using save_image() 3.- Display the piece (as a bitmap) in its position 4.- When you wanna move the piece, just display the "saved" square of the board (it should overwrite the pice) 5.- Repeat from step 2 to redraw the piece in another location. Hope it helps you. Bye, -- ************************************ This message sent by Daniel Berstein ************************************ email: architek at geocities.com homepages: http://www.geocities.com/SiliconValley/Heights/9316 http://www.cybercity.hko.net/silicon_valley/architek
5. Re: BGTE 2 and Bitmaps
- Posted by "C. K. Lester" <cklester at FLASH.NET> May 20, 1997
- 760 views
- Last edited May 21, 1997
David Alan Gay wrote: > > David Your BGTE 2 is great can not wait for the final ver,also can not > wait > > for 3?????(hint,hint) > > I'm glad you liked the tutorial :)....but 3 ???? Yeeaaargh!!! Not for at > least another year! ;>..this tutorial has been a lot of work :> What if I paid you $1,000,000? (Hypothetical, of course. Simply brain candy. I can barely afford to upgrade to 1.5!) > want an example of overlaying an irregular shape over a background, I can > send you some code on how I placed the index menu over the background in > ABGTE2. It is based on the suggestion Jacques Deschenes and Michael Bolin > offered two months ago that uses and_bits() and or_bits(). I'm assuming said offered suggestion was in some kind of machine code. I had, at one time, reduced the display of an object with "see through" pixels to about two or three lines. I forget where that code is, but if anybody's interested I'll try to post it somewhere on the internet. Later! ck lester P.S. I'm not tracking dates or times very well, but I assume since Mr. Packard is responding to messages that he is forsaking his desire to leave the Euphoria scene. Or maybe I came in during a big joke and I still haven't gotten the punch-line... :)
6. Re: BGTE 2 and Bitmaps
- Posted by David Alan Gay <moggie at INTERLOG.COM> May 21, 1997
- 740 views
> I'm assuming said offered suggestion was in some kind of machine code. I > had, at one time, reduced the display of an object with "see through" > pixels to about two or three lines. I forget where that code is, but if > anybody's interested I'll try to post it somewhere on the internet. No, it's written entirely in Euphoria. I despise Assembler ;)....and it is only a few lines of code. Quite simple really. -- load index screen image bitmap_data = read_bitmap("indexscr.bmp") index_image = bitmap_data[2] -- load index screen mask --(white surrounding a black shadow of the index screen image) bitmap_data = read_bitmap("indexneg.bmp") index_neg = bitmap_data[2] -- save area of screen image screen is going to overlay lower_right = {upper_left[1] + 404,upper_left[2] + 318} saved_screen = save_image(upper_left, lower_right) -- AND saved background with index screen mask -- OR result from AND to index_image work_image = and_bits(saved_screen,index_neg) index_image = or_bits(work_image,index_image) -- display resulting AND/OR'ed image. display_image(upper_left,index_image)