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Visual Inventory
#1
So I am beginning to get annoyed with GSDs way of doing a visual inventory and am trying to think of a better way to do it.

First I thought about removing the timers and moving it all into the game loop, thus keeping the 14 picture boxes I have (yuck) and still blting to them all individually. I think this is not a very good replacement? Correct me if I am wrong.

Then I thought, why not have one picture box and blt a gui onto it, then the items in your inventory around the gui similar to how the game loop blts items to the picscreen. Would this be a good way of going about it? I am looking for ideas and hopefully a few good pushes in the right direction. Anybody want to offer some insight?
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#2
Since it's off of the picscreen, do you need to continuously blit?
I really don't know so.. XD


If you don't, then just have it re-blit when their inventory changes.
Pick p an item, drop an item, item breaks, equip/unequip, etc.
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#3
Set it to autoredraw and use BltToDc.
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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#4
So sticking with the 14 picture boxes and the timer is ok? As long as I only blit the images when they actually need to be right? Does it make a difference if I turn the timer on and off whenever the inventory is opened and closed?
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#5
No, simply turn on Autoredraw.

Drop the timer, and get rid of all the boxes.
You only need one.
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?
Reply


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