30-03-2007, 04:30 PM
Sorry, I should of explained it a bit better. Was feeling a bit off with Tonsillitis.
Basically, when you click on the picScreen PictureBox Control, the subroutine which is called logs many different things.
Including the x and y coordinates of the registered 'click' and the button.
Button 1 is the left mouse button, Button 2 the right and Button 3 the scrolling wheel. (On a standard mouse setup).
What we've done is taken these saved variables and put them into our sub.
So, (I'm guessing that when you click on the picScreen, the subroutine which is already there changes the x and y values to the corresponding 32x32 tiles, because I think we click on the screen for a player search or something), we call the PlayerWarp subroutine (PlayerWarp()) and put these saved variables into the syntax, so we come to.
Of course, if you wanted to do this serverside, you would use the variable which stores the packet senders index, eg. "index".
So, it would become:
You would of course have to send the x and y in a packet, and could then even take the players index from the index of that packet.
Hope that helped explain a bit ^^
Basically, when you click on the picScreen PictureBox Control, the subroutine which is called logs many different things.
Including the x and y coordinates of the registered 'click' and the button.
Button 1 is the left mouse button, Button 2 the right and Button 3 the scrolling wheel. (On a standard mouse setup).
What we've done is taken these saved variables and put them into our sub.
So, (I'm guessing that when you click on the picScreen, the subroutine which is already there changes the x and y values to the corresponding 32x32 tiles, because I think we click on the screen for a player search or something), we call the PlayerWarp subroutine (PlayerWarp()) and put these saved variables into the syntax, so we come to.
Code:
PlayerWarp x, y, myindex (the index of the playing character)Of course, if you wanted to do this serverside, you would use the variable which stores the packet senders index, eg. "index".
So, it would become:
Code:
PlayerWarp x, y, indexYou would of course have to send the x and y in a packet, and could then even take the players index from the index of that packet.
Hope that helped explain a bit ^^
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?


