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 Post subject: Sprites issue.
PostPosted: Wed Dec 31, 2008 12:05 am 
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Okay, 32x64 Sprites are what I was using. I am switching to 64x64, yet keeping the same 32x64 sprite, just centering it. This allows me have larger ingame items(Wings, Weapons, Etc.).

I finished the 64x64. Although now the player is centered in between two tiles when Blted. I need players to be on one tile, With pixels overlapping the tiles on the sides.

Heres an image showing how it is, and how it needs to be..
Image

If you have an idea on just how I can do this, It'd be highly appreciated if you would reply.

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 Post subject: Re: Sprites issue.
PostPosted: Wed Dec 31, 2008 1:46 am 
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its just some simple offsetting in the bltsprite code. Post your bltPlayer code, and ill fix it and send it back.

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 Post subject: Re: Sprites issue.
PostPosted: Wed Dec 31, 2008 2:13 am 
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It's not a normal BltPlayer code.. There's a lot of sprites per sheet, 36... Although here you go.

Code:
Sub BltPlayer(ByVal Index As Long)
Dim Anim As Byte
Dim 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
               Anim = 0
               If (Player(Index).yOffset < PIC_Y / 3) Then
               Anim = 0
               ElseIf (Player(Index).yOffset > PIC_Y / 3) And ((Player(Index).yOffset > PIC_Y / 3 * 2)) Then
               Anim = 1
               ElseIf (Player(Index).yOffset > PIC_Y / 3) And ((Player(Index).yOffset > PIC_Y / 3 * 1)) Then
               Anim = 2
               End If
               If Player(Index).Sitting = 1 Then
                Anim = 8
               End If
           Case DIR_DOWN
               Anim = 0
               If (Player(Index).yOffset < PIC_X / 6 * -1) Then Anim = 1
               If (Player(Index).yOffset < PIC_X / 4 * -1) Then Anim = 2
               If Player(Index).Sitting = 1 Then
                Anim = 8
               End If
           Case DIR_LEFT
               Anim = 0
               If (Player(Index).xOffset < PIC_Y / 3) Then
               Anim = 0
               ElseIf (Player(Index).xOffset > PIC_Y / 3) And ((Player(Index).xOffset > PIC_Y / 3 * 4)) Then
               Anim = 4
               ElseIf (Player(Index).xOffset > PIC_Y / 3) And ((Player(Index).xOffset > PIC_Y / 3 * 3)) Then
               Anim = 3
                ElseIf (Player(Index).xOffset > PIC_Y / 3) And ((Player(Index).xOffset > PIC_Y / 3 * 2)) Then
               Anim = 2
                ElseIf (Player(Index).xOffset > PIC_Y / 3) And ((Player(Index).xOffset > PIC_Y / 3 * 1)) Then
               Anim = 1
               End If
               If Player(Index).Sitting = 1 Then
                Anim = 8
               End If
           Case DIR_RIGHT
               Anim = 0
               If (Player(Index).xOffset < PIC_Y / 5 * -1) Then Anim = 4
               If (Player(Index).xOffset < PIC_Y / 4 * -1) Then Anim = 3
               If (Player(Index).xOffset < PIC_Y / 3 * -1) Then Anim = 2
               If (Player(Index).xOffset < PIC_Y / 2 * -1) Then Anim = 1
               If Player(Index).Sitting = 1 Then
                Anim = 8
               End If
       End Select
   Else
       If Player(Index).AttackTimer + 500 > GetTickCount Then
           Anim = 6
        If Player(Index).AttackTimer + 400 > GetTickCount Then
           Anim = 5
       End If
   End If
   End If
   
    ' Check to 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.Top = GetPlayerSprite(Index) * 64 + 32
    rec.Bottom = rec.Top + 32
    rec.Left = (GetPlayerDir(Index) * 9 + Anim) * 64
    rec.Right = rec.Left + 64
   
    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
       
    rec.Top = GetPlayerSprite(Index) * PIC_Y + PIC_Y
    rec.Bottom = rec.Top + PIC_Y
       
    Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
   
End Sub

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 Post subject: Re: Sprites issue.
PostPosted: Wed Dec 31, 2008 2:18 am 
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Mess with this

x = GetPlayerX(Index) * PIC_X + Player(Index).xOffset - 32
y = GetPlayerY(Index) * PIC_Y + Player(Index).yOffset

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 Post subject: Re: Sprites issue.
PostPosted: Wed Dec 31, 2008 4:55 am 
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TonyNooblet wrote:
Mess with this

x = GetPlayerX(Index) * PIC_X + Player(Index).xOffset - 32
y = GetPlayerY(Index) * PIC_Y + Player(Index).yOffset


Worked perfect! I owe you one, Thanks a lot.

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 Post subject: Re: Sprites issue.
PostPosted: Wed Dec 31, 2008 5:20 am 
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wisefire wrote:
TonyNooblet wrote:
Mess with this

x = GetPlayerX(Index) * PIC_X + Player(Index).xOffset - 32
y = GetPlayerY(Index) * PIC_Y + Player(Index).yOffset


Worked perfect! I owe you one, Thanks a lot.


can you tell me what you did
i wanted to know this too

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 Post subject: Re: Sprites issue.
PostPosted: Wed Dec 31, 2008 7:38 am 
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doomteam1 wrote:
can you tell me what you did
i wanted to know this too


In BltPlayer I changed
Code:
x = GetPlayerX(Index) * PIC_X + Player(Index).xOffset
y = GetPlayerY(Index) * PIC_Y + Player(Index).yOffset - 4

to
Code:
x = GetPlayerX(Index) * PIC_X + Player(Index).xOffset - 16
y = GetPlayerY(Index) * PIC_Y + Player(Index).yOffset


and

Code:
    rec.Top = GetPlayerSprite(Index)
    rec.Bottom = rec.Top
    rec.Left = (GetPlayerDir(Index) * 9 + Anim)
    rec.Right = rec.Left

to
Code:
    rec.Top = GetPlayerSprite(Index) * 64 + 32
    rec.Bottom = rec.Top + 32
    rec.Left = (GetPlayerDir(Index) * 9 + Anim) * 64
    rec.Right = rec.Left + 64

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 Post subject: Re: Sprites issue.
PostPosted: Mon Dec 13, 2021 11:05 pm 
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 Post subject: Re: Sprites issue.
PostPosted: Thu Feb 10, 2022 1:42 am 
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 Post subject: Re: Sprites issue.
PostPosted: Sat Mar 12, 2022 1:19 pm 
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 Post subject: Re: Sprites issue.
PostPosted: Wed Jun 15, 2022 2:30 pm 
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 Post subject: Re: Sprites issue.
PostPosted: Sat Sep 10, 2022 8:06 am 
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 Post subject: Re: Sprites issue.
PostPosted: Thu Nov 03, 2022 4:45 pm 
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 Post subject: Re: Sprites issue.
PostPosted: Fri Dec 09, 2022 9:31 pm 
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