Sprite Surface Question (REALbasic games Mailinglist archive)
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| Sprite Surface Question |
| Date: 22.01.07 20:35 (Mon, 22 Jan 2007 14:35:27 -0500) |
| From: Mark Barnett |
|
I am making a game using the sprite surface. I want the map of this
game to be randomly generated (I have this part done) and then applied to the sprite surface. I have the map created in memory as a list of locations with x, y coordinates. What is a smarter approach to have the map applied to the SpriteSurface, as a map or as spritewrappers for each of the 80+ x 80+ map. I would like to animate these surfaces, is that recommended or not? And if it is a map background, how would I be able to tell the player "This is your land" or "This is NOT you land" by highlighting groups of these pieces? I am looking for speed/performance for this project. Mark _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
| Re: Sprite Surface Question |
| Date: 22.01.07 21:50 (Mon, 22 Jan 2007 13:50:01 -0700) |
| From: joe strout.net |
|
On Jan 22, 2007, at 19:35 UTC, Mark Barnett wrote:
> What is a smarter approach to have the map applied to the > SpriteSurface, as a map or as spritewrappers for each of the 80+ x > 80+ map. I'd just draw the map parts in the PaintTile event, or if you prefer, compose it all into a big picture and set that as the background. > I would like to animate these surfaces, is that recommended > or not? Well, certainly not on every frame, since that would require redrawing the entire screen on every frame. If you're going to do that, the SpriteSurface isn't gaining you anything, and you might as well draw it yourself in a Canvas. But you won't get a very high framerate that way. (To get a high framerate for a display like that would require hardware acceleration, e.g. using a RB3DSpace instead of a SpriteSurface.) But if you are only animating some of the map tiles, or only changing their images every now and then, then this would be fine. > And if it is a map background, how would I be able to tell > the player "This is your land" or "This is NOT you land" by > highlighting groups of these pieces? Well, you'd call PaintTile with the coordinates of the background tiles that need to be refreshed, and then in your PaintTile event, draw them with the highlighting. HTH, - Joe |
| Re: Sprite Surface Question |
| Date: 23.01.07 04:40 (Mon, 22 Jan 2007 22:40:48 -0500) |
| From: Mark Barnett |
|
So you recommend this:
Tiles not background picture Tile paint instead of sprites Highlighting/Dehighlighting using the PaintTile Event of the spritesurface (and even if this is done to multiple adjoining tiles) Yes? Mark On Jan 22, 2007, at 3:50 PM, <email address removed> wrote: > On Jan 22, 2007, at 19:35 UTC, Mark Barnett wrote: > >> What is a smarter approach to have the map applied to the >> SpriteSurface, as a map or as spritewrappers for each of the 80+ x >> 80+ map. > > I'd just draw the map parts in the PaintTile event, or if you prefer, > compose it all into a big picture and set that as the background. > >> I would like to animate these surfaces, is that recommended >> or not? > > Well, certainly not on every frame, since that would require redrawing > the entire screen on every frame. If you're going to do that, the > SpriteSurface isn't gaining you anything, and you might as well draw it > yourself in a Canvas. But you won't get a very high framerate that > way. (To get a high framerate for a display like that would require > hardware acceleration, e.g. using a RB3DSpace instead of a > SpriteSurface.) > > But if you are only animating some of the map tiles, or only changing > their images every now and then, then this would be fine. > >> And if it is a map background, how would I be able to tell >> the player "This is your land" or "This is NOT you land" by >> highlighting groups of these pieces? > > Well, you'd call PaintTile with the coordinates of the background tiles > that need to be refreshed, and then in your PaintTile event, draw them > with the highlighting. > > HTH, > - Joe > > -- > Joe Strout -- <email address removed> > Verified Express, LLC "Making the Internet a Better Place" > http://www.verex.com/ > > _______________________________________________ > Unsubscribe or switch delivery mode: > <http://www.realsoftware.com/support/listmanager/> > Search the archives of this list here: > <http://support.realsoftware.com/listarchives/lists.html> _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
| Re: Sprite Surface Question |
| Date: 23.01.07 16:20 (Tue, 23 Jan 2007 08:20:39 -0700) |
| From: joe strout.net |
|
On Jan 23, 2007, at 03:40 UTC, Mark Barnett wrote:
> So you recommend this: > Tiles not background picture > Tile paint instead of sprites > Highlighting/Dehighlighting using the PaintTile Event of the > spritesurface > (and even if this is done to multiple adjoining tiles) > > Yes? Yes. Best, - Joe |
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