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 Post subject: Blting Errors... Help?
PostPosted: Mon Jul 28, 2008 12:20 am 
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So I've not gotten into blting stuff too much. I managed to make a pretty good paperdoll system from scratch and so far it's gone okay, except this one thing... lol

When you are on the first tile of the map, as in Y=0, helmet's don't seem to work out :roll:. I'm not even sure it can be fixed but here's some screenshot's to demonstrate:

Good Helmet:
SPOILER: (click to show)
Image


Bad helmet:
SPOILER: (click to show)
Image


And here's the code for blt'ing the helmets/tops of players:

Code:
Public Sub BltPlayerTop(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
        .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
    Y = Y - 32
    If Y < 0 And Y > -32 Then
        With rec
              .top = .top - Y
              Y = 0
        End With
    End If
       
    Call DD_BackBuffer.BltFast(X, Y, DD_PlayerSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End Sub


Code:
Public Sub BltHelmet(ByVal index As Long)
Dim Anim As Byte
Dim X As Long, Y As Long
Dim F As Long
Dim BltF As Long

    If GetPlayerHelmetSlot(index) <= 0 Then Exit Sub
   
    F = Item(GetPlayerHelmetSlot(index)).Pic
   
    Select Case F
        Case I_Helmet1
            BltF = 27
        Case I_Helmet2
            BltF = 29
        Case I_Helmet3
            BltF = 31
        Case I_Helmet4
            BltF = 33
        Case I_Helmet5
            BltF = 35
        Case I_Helmet6
            BltF = 37
        Case I_Helmet7
            BltF = 39
        Case I_Helmet8
            BltF = 41
    End Select

    ' 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 = BltF * PIC_Y
        .Bottom = .top + PIC_Y * 2
        .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) - 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

    If Y < 0 And Y > -32 Then
        With rec
              .top = .top - Y
              Y = 0
        End With
    End If
       
    Call DD_BackBuffer.BltFast(X, Y, DD_PDollSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End Sub


I'm also having some trouble with the names. I have finally created a way that names are always drawn in the exact center of the sprites, so everything looks nice and neat. However, for some reason, there is always one name (maybe the first one to blt) that is off center, and I can't figure out why. It happens with both player's, and npc's.

I use two seperate subs to blt the names for players and npc's but that seems to be irrelevant here. If I warp to a map with no npcs my players name is off center. If I add one npc, it's name is off center and the player name becomes centered. If another player enters the map, it's the same thing. The other players name will show off centered, but my player's name will be centered. It's kind odd.... here's a screenshot of that phenomena as well, and the code:

SPOILER: (click to show)
Image

Code:
Sub BltPlayerName(ByVal index As Long)
Dim TextX As Long, a As Long, b As Long, C As Long, d As Long
Dim TextY As Long
Dim Color As Long, Color2 As Long
   
    ' Check access level
    If GetPlayerPK(index) = NO Then
        Select Case GetPlayerAccess(index)
            Case 0
                Color = QBColor(White)
            Case 1
                Color = QBColor(Pink)
            Case 2
                Color = QBColor(BrightCyan)
            Case 3
                Color = QBColor(Yellow)
            Case 4
                Color = QBColor(BrightGreen)
        End Select
    Else
        Color = QBColor(BrightRed)
    End If
   
    TextX = (GetPlayerX(index) * PIC_X + Player(index).XOffset) - ((getSize(TexthDC, Trim(GetPlayerName(index))).width - 32) / 2)
    TextY = GetPlayerY(index) * PIC_Y + Player(index).YOffset - Int(PIC_Y / 2) - 20
   
    Call DrawText(TexthDC, TextX, TextY, GetPlayerName(index), Color)
End Sub


Code:
Sub BltNpcName(ByVal index As Long)
Dim TextX As Long, TextY As Long, Color As Long, NpcNum As Long

    NpcNum = MapNpc(index).Num
   
    If NpcNum = 0 Then Exit Sub
   
    Color = QBColor(Yellow)
   
    If Npc(MapNpc(index).Num).Level > GetPlayerLevel(MyIndex) + 10 Then
        Color = QBColor(BrightRed)
    ElseIf Npc(MapNpc(index).Num).Level < GetPlayerLevel(MyIndex) - 10 Then
        Color = QBColor(BrightGreen)
    End If
   
    ' Draw name
    TextX = ((MapNpc(index).X * PIC_X) + MapNpc(index).XOffset) - ((getSize(TexthDC, Trim(Npc(NpcNum).Name)).width - 32) / 2)
   
    If Npc(MapNpc(index).Num).Size = SIZE_BIG Then
        TextY = MapNpc(index).Y * PIC_Y + MapNpc(index).YOffset - Int(PIC_Y / 2) - 16
    Else
        TextY = MapNpc(index).Y * PIC_Y + MapNpc(index).YOffset - Int(PIC_Y / 2) - 4
    End If
   
    If Npc(MapNpc(index).Num).Behavior = NPC_BEHAVIOR_QUEST _
        Or Npc(MapNpc(index).Num).Behavior = NPC_BEHAVIOR_SHOPKEEPER _
        Or Npc(MapNpc(index).Num).Behavior = NPC_BEHAVIOR_BANKER _
        Or Npc(MapNpc(index).Num).Behavior = NPC_BEHAVIOR_GAMBLER Then
        Call DrawText(TexthDC, TextX, TextY, Trim(Npc(NpcNum).Name), QBColor(BrightCyan))
    Else
        Call DrawText(TexthDC, TextX, TextY, Trim(Npc(NpcNum).Name), Color)
    End If
End Sub


Any thoughts or ideas would help!

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PostPosted: Mon Jul 28, 2008 12:55 am 
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Its because you can't start blt'ing from a co-ordinate that doesn't exist.


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PostPosted: Mon Jul 28, 2008 12:57 am 
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I figured that was the problem with the paperdoll. Any ideas on the names being weird?

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PostPosted: Mon Jul 28, 2008 12:59 am 
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I'm not certain, and cant be bothered to look at the code right now...

But I believe the helmet is trying to blit off of the viewable surface, and being dropped all together. If you modify the rect using a DD Clipper (forgot the exact name?) you should be able to do it ok.

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PostPosted: Mon Jul 28, 2008 1:07 am 
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Dave wrote:
I'm not certain, and cant be bothered to look at the code right now...

But I believe the helmet is trying to blit off of the viewable surface, and being dropped all together. If you modify the rect using a DD Clipper (forgot the exact name?) you should be able to do it ok.


Thanks i'll try that

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PostPosted: Mon Jul 28, 2008 6:35 pm 
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Why do you minus the text width by 32? Also getSize doesn't return the correct size of text.

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PostPosted: Mon Jul 28, 2008 11:02 pm 
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Because, without it the text alwasy appears 32 pixels to far to the right. I don't know why, but it works for every length of name i've tried it with. I've never been one for math lol

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PostPosted: Mon Aug 18, 2008 2:36 am 
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So i fixed my blting errors FINALLY!

I'm so dumb it's almost hilarious. With 32x64 sprites we usually have to blt the top 32x32 and the bottom 32x32, at least thats how I have done it in my source, and probably how most other people do it too.

With the helmets, I had them set on the paperdoll sprite sheet so that they spanned 64 pixels... and was blting both parts of the helmet in the same sub.

Code:
        With rec
            .top = BltF * PIC_Y
            .Bottom = .top + PIC_Y * 2
            .Left = (GetPlayerDir(index) * 3 + Anim) * PIC_X
            .Right = .Left + PIC_X
        End With


This doesn't work when you move the the y=0 because of how the rec is declared. All I did was create a second sub for BltHelmetTop, copied the code structure from the bltPlayerTop sub and voila! It works :)

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PostPosted: Thu Nov 03, 2022 9:52 am 
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PostPosted: Fri Dec 09, 2022 11:27 am 
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PostPosted: Sat Feb 04, 2023 3:50 am 
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