Mirage Source
Allrighty... zlol ZoSo noob at coding. - Printable Version

+- Mirage Source (https://mirage-engine.uk/forums)
+-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61)
+--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18)
+---- Forum: General (https://mirage-engine.uk/forums/forumdisplay.php?fid=17)
+---- Thread: Allrighty... zlol ZoSo noob at coding. (/showthread.php?tid=1640)



Allrighty... zlol ZoSo noob at coding. - Mithlomion - 25-03-2008

Allright..
http://elysiumsource.net/community/view ... perdoll+v5

Thats my best resource of ever having some kind of understanding.. and i still dont.

Im working on the client part.. Allright what i need help is.. i need the help with the part in Sub Bltplayer.. I got no idea how to make it blt the item graphic over the player.

You see my system is suppose to work like this :
You got one line of item graphics as usuall.. and it blts the graphic next to the item graphic as the paperdoll.. My game has no animations or directions so.. its one item graphic and one graphic for the paperdoll.

I guess i need to do just +32 of the item graphic.. but i dont know coding at all.. if anyone could give me a hint .. a hint i can understand or atleast give me an example.. i might get an better understanding of how stuff works.

I wanted to have a different Item Sheet system.. but im to noobzors for that so yeah... anyone wanna be kind and code this feature for me be my guest >_>..


Re: Allrighty... zlol ZoSo noob at coding. - William - 26-03-2008

Well, this tutorial is for 32*64 sprites paperdoll. And since you only have 1 frame you can basicly delete this part:

Code:
Dim AttackSpeed As Long

    If GetPlayerWeaponSlot(Index) > 0 Then
        AttackSpeed = Item(Player(Index).WeaponNum).AttackSpeed
    Else
        AttackSpeed = 1000
    End If

    ' Only used if ever want to switch to blt rather then bltfast
    ' I suggest you don't use, because custom sizes won't work any longer
    With rec_pos
        .Top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - (SIZE_Y - PIC_Y)
        .Bottom = .Top + PIC_Y
        .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset + ((SIZE_X - PIC_X) / 2)
        .Right = .Left + PIC_X + ((SIZE_X - PIC_X) / 2)
    End With
  
    ' Check for animation
    Anim = 0
    If Player(Index).Attacking = 0 Then
        Select Case GetPlayerDir(Index)
            Case DIR_UP
                If (Player(Index).YOffset > PIC_Y / 2) Then Anim = 1
            Case DIR_DOWN
                If (Player(Index).YOffset < PIC_Y / 2 * -1) Then Anim = 1
            Case DIR_LEFT
                If (Player(Index).XOffset > PIC_Y / 2) Then Anim = 1
            Case DIR_RIGHT
                If (Player(Index).XOffset < PIC_Y / 2 * -1) Then Anim = 1
        End Select
    Else
        If Player(Index).AttackTimer + Int(AttackSpeed / 2) > GetTickCount Then
            Anim = 2
        End If
    End If
  
    ' Check to see if we want to stop making him attack
    If Player(Index).AttackTimer + AttackSpeed < GetTickCount Then
        Player(Index).Attacking = 0
        Player(Index).AttackTimer = 0
    End If
Cuase you dont have attackspeed in a uniteded MS, and you dont use blt, and you dont have animations and you dont care if the player attacks cause you dont use that frame.

You cant use this part:

Code:
x = GetPlayerX(Index) * PIC_X - (SIZE_X - PIC_X) / 2 + sx + Player(Index).XOffset
    y = GetPlayerY(Index) * PIC_Y - (SIZE_Y - PIC_Y) + sx + Player(Index).YOffset + (SIZE_Y - PIC_Y)
Cause ES uses constants thats not in MS, unless you move them. And also this wont work unless you use their scrolling. At least from what I can tell.

The rec for the items, should be something like this:
Code:
rec.left=Item(Player(Index).WeaponNum).PicX
rec.right = rec.left + 32 ' you need to add a picX, cause .Pic is the Y value.
rec.top = Item(Player(Index).WeaponNum).Pic
rec.Bottom = rec.Top + 32

This is just what I trhew together quickly, Im kinda tired and hate writing long posts that will end up complicated and messy anyway.