wackydude1234
Unregistered
i done them both together and accidently deleted my backup DOH!
Anyway i have a video to show as the example
http://youtube.com/watch?v=tkA3YOIwvGc
only happens when going to the top two tiles..
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Nothing can be blted with negative co-ordinates Dave.
You'll need something like what is used in BltPlayer and BltPlayerTop
If y < 0 then
move the src rec.top down so it appears to be moving off the map.
end if
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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Try it.
It'll either disappear, or just not go past 0 or the max.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
I actually fixed this it deals with the blting part I just switch its around so the top half was blting from pix_x and the bottom half was pic_x + 32 or something like that I will show an example when I get home but I dont use mse...
If i remember correct its backwards in the code so the bottom is pic_x and the top is Pic_x * 2 which if you sprite is 1 your bottom half is bltting correctly but the top half is blting the head under it
EDIT: i just looked up the tut and its
.Top = GetPlayerSprite(Index) * PIC_Y + PIC_Y
so if your sprite is 1 your legs are blting from 32 - 63 and your head from 64 - 95 if you switch it aroung your head would blt from 32 - 63 and legs from 64 - 95... so if you set sprite 0 your sprite would be blting correctly being since 0 - 31 count as 32 pixels.