Ah, excellent. I might draw the views myself. Thank you very much for your help.
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player.ChangeView(PC_MISS);
cEnemy_1.ChangeView(PC_MISS);
ViewFrame *vf0;
DynamicSprite *temp_ds;
DrawingSurface *temp_drawing;
int char_num=0;
while(char_num<num_characters){
Character *the_char=characters[char_num];
i=0;
while(i<Game.GetFrameCountForLoop(the_char.View, 0)){
player_move_frames[char_frame_starts[char_num]+i]=DynamicSprite.Create(45, 45);
temp_ds= DynamicSprite.CreateFromExistingSprite(char_animation_starts[char_num]+i);
temp_drawing=player_move_frames[char_frame_starts[char_num]+i].GetDrawingSurface();
temp_drawing.DrawImage(0, 0, temp_ds.Graphic);
temp_drawing.Release();
temp_ds.Delete();
ViewFrame *vf = Game.GetViewFrame(the_char.View, 0, i);
Display("Setting %s new frame %i from %i to %i",the_char.Name, char_frame_starts[char_num]+i, vf.Graphic, player_move_frames[char_frame_starts[char_num]+i].Graphic);
vf.Graphic = player_move_frames[char_frame_starts[char_num]+i].Graphic;
i++;
}
char_num++;
}
vf.Graphic=guy.Graphic
DynamicSprite *guy=DynamicSprite.Create(40, 40);
DynamicSprite *tt= DynamicSprite.CreateFromExistingSprite(16);
tt.Rotate(180);
DrawingSurface *test=guy.GetDrawingSurface();
test.DrawImage(0, 0, tt.Graphic);
test.Release();
tt.Delete();
ViewFrame *vf = Game.GetViewFrame(player.NormalView, 0, 0); // down, standing
vf.Graphic = guy.Graphic;
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