Ok here's everything I have made for blting the player
(This is my one for 32*64.)
Code:
' Blit out players
For i = 1 To MAX_PLAYERS
If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
Call BltPlayer(i)
Call BltPlayerMid(i)
End If
Next i
Public Sub BltPlayer(ByVal Index As Long)
'****************************************************************
'* WHEN WHO WHAT
'* ---- --- ----
'* 07/12/2005 Shannara Optimized function.
'****************************************************************
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
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 to see if we want to stop making him attack
With Player(Index)
If .AttackTimer + 1000 < GetTickCount Then
.Attacking = 0
.AttackTimer = 0
End If
End With
With rec
.top = GetPlayerSprite(Index) * PIC_Y + PIC_Y
.Bottom = .top + PIC_Y
.Left = (GetPlayerDir(Index) * 3 + anim) * PIC_X
.Right = .Left + PIC_X
End With
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
With rec
.top = .top + (y * -1)
End With
End If
Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End Sub
Public Sub BltPlayerTop(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
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 to see if we want to stop making him attack
With Player(Index)
If .AttackTimer + 1000 < GetTickCount Then
.Attacking = 0
.AttackTimer = 0
End If
End With
With rec
.top = GetPlayerSprite(Index) * PIC_Y
.Bottom = .top + PIC_Y
.Left = (GetPlayerDir(Index) * 3 + anim) * PIC_X
.Right = .Left + PIC_X
End With
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 offse
y = y - 32
If y < 0 And y > -32 Then
y = 0
With rec
.top = .top - y
End With
End If
Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End Sub
Then I have this for 32*96(still trying to even figure out how to make them wider) but my prob is it won't blt the players correctly.
Code:
' Blit out players
For i = 1 To MAX_PLAYERS
If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
Call BltPlayer(i)
End If
Next i
' Blit out players top
For i = 1 To MAX_PLAYERS
If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
Call BltPlayerTop(i)
End If
Next i
Public Sub BltPlayer(ByVal Index As Long)
'****************************************************************
'* WHEN WHO WHAT
'* ---- --- ----
'* 07/12/2005 Shannara Optimized function.
'****************************************************************
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
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 to see if we want to stop making him attack
With Player(Index)
If .AttackTimer + 1000 < GetTickCount Then
.Attacking = 0
.AttackTimer = 0
End If
End With
With rec
.top = GetPlayerSprite(Index) * PIC_Y + PIC_Y
.Bottom = .top + PIC_Y + PIC_Y
.Left = (GetPlayerDir(Index) * 3 + anim) * PIC_X
.Right = .Left + PIC_X
End With
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
With rec
.top = .top + (y * -1)
End With
End If
Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End Sub
Public Sub BltPlayerTop(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
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 to see if we want to stop making him attack
With Player(Index)
If .AttackTimer + 1000 < GetTickCount Then
.Attacking = 0
.AttackTimer = 0
End If
End With
With rec
.top = GetPlayerSprite(Index) * PIC_Y
.Bottom = .top + PIC_Y
.Left = (GetPlayerDir(Index) * 3 + anim) * PIC_X
.Right = .Left + PIC_X
End With
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 offse
y = y - 64
If y < 0 And y > -64 Then
y = 0
With rec
.top = .top - y
End With
End If
Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End Sub
If you look over even slightly you'll notice some small changes, I forget who but someone told me this won't work, it does to the extent that it won't blt the other classes correctly.