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Something like CTF
#21
Perfekt Wrote:
precrid Wrote:
Dave Wrote:Put all of this in modThinkAboutIt

If AddBltFlagsToGameLoop = true then
Goto NextStep
End If
Exit Sub

NextStep:
For each flag in Map
CreateRects
Blt
Next
Okay still not understanding what are you trying to do the only thing yopur doing is getting me confused morethen i already am. Okay using the blt things is right but what after this how to open tile1.bmp and set this sprite and if it hits player change it to another sprite.

Dude.. It's really simple to add. We're not just going to hand you the code. You need to learn to do something on your own. And this is super easy. You say you understand how to do something, but yet you don't. You define the tile type, then where it checks all the other tile types, add a check for the new tile type, and if it is that type, then make it execute the code and what not.

Just copy the rest of the stuff. You'll understand better.

Dave Wrote:The reason we're trying to help you is because we want you to get it working, but we're getting to the point where we're writing it for you.

It's hard for us to give code on a feature that is unique like this one, because we don't have the code available to us.
That means we either need to add the feature to a blank MS and see what we need to do, which is a lot of time and effort that we'd rather spend elsewhere, or make up some code on the spot that probably wont work.

I'm sure you can see the problem with each method.

As for drawing the flags, look at the way Tiles are drawn. There's rec, and rec_pos. Those are both rectangles saying the source and destination. You just need to use the correct source rect to pick which color flag you draw. It measures in pixels so it should be easy to figure them out. Useful constants are PIC_X, PIC_Y (which are both = 32 = Tile Size)

Pretty much copying most of the code from BltTile.

Are this a pro-pro vb6 opinion against eachother or a beginner-pro?


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