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help
#1
help whenever i try the paper doll code
when replacing the first one ut comes
up like this

Code:
Sub BltPlayer(ByVal Index As Long)Dim Anim As ByteDim x As Long, y As Long    ' Only used if ever want to switch to blt rather then bltfast    With rec_pos        .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset        .Bottom = .top + PIC_Y        .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset        .Right = .Left + PIC_X    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 + 500 > GetTickCount Then              Anim = 2        End If    End If        ' Check t
o see if we want to stop making him attack    If Player(Index).AttackTimer + 1000 < GetTickCount Then        Player(Index).Attacking = 0        Player(Index).AttackTimer = 0    End If        rec.Left = (GetPlayerDir(Index) * 3 + Anim) * PIC_X    rec.Right = rec.Left + PIC_X        x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset    y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4        ' Check if its out of bounds because of the offset    If y < 0 Then        y = 0        rec.top = rec.top + (y * -1)    End If        If GetPlayerDir(Index) = DIR_UP Then        If Player(Index).Shield > 0 Then              rec.top = Item(Player(Index).Shield).Pic * PIC_Y              rec.Bottom = rec.top + PIC_Y              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)        End If        If Player(Index).Weapon > 0 Then              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y              rec.Bottom = rec.top + PIC_Y              Call DD_BackBuffer.BltFast(x
, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)        End If    End If        rec.top = GetPlayerSprite(Index) * PIC_Y    rec.Bottom = rec.top + PIC_Y            'Call DD_BackBuffer.Blt(rec_pos, DD_SpriteSurf, rec, DDBLT_WAIT Or DDBLT_KEYSRC)    Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)        If Player(Index).Armor > 0 Then        rec.top = Item(Player(Index).Armor).Pic * PIC_Y        rec.Bottom = rec.top + PIC_Y        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)    End If    If Player(Index).Helmet > 0 Then        rec.top = Item(Player(Index).Helmet).Pic * PIC_Y        rec.Bottom = rec.top + PIC_Y        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)    End If    If GetPlayerDir(Index)  DIR_UP Then        If Player(Index).Shield > 0 Then              rec.top = Item(Player(Index).Shield).Pic * PIC_Y              rec.Bottom = rec.top + PIC_Y
        Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)        End If        If Player(Index).Weapon > 0 Then              rec.top = Item(Player(Index).Weapon).Pic * PIC_Y              rec.Bottom = rec.top + PIC_Y              Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)        End If    End IfEnd Sub



except shorter... and wider
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