Drawimage an entire Animimage.
BlitzMax Forums/BlitzMax Beginners Area/Drawimage an entire Animimage.
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Once loaded via LoadAnimImage what's the easiest way to draw the entire image? e.g Graphics 640 , 480 image:TImage = LoadAnimImage("green_top.png" , 32 , 32 , 0 , 5) change = 1000 tochange=MilliSecs()+change While Not KeyHit(KEY_ESCAPE) Cls DrawImage image , 0 , 0 , <All> Flip Wend P.S. I know LoadAnimImage creates individual frames and I am aware of Indie's TAnim. I know I can load as an image then loadanimImage. I know I can loop through each frame drawing it at an offset (but how could I be sure to recreate the original rows/columns?). |
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There is no way to do this. You would need to load it through LoadImage and just draw that, because as you already mentioned, the image is broken into subimages with no information where they came from. An alternative would be the use of "DrawImageRect" functions in the codebase if you wanted to have the power of both sides at the same time. |
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If you know how many rows and columns there are, you could just loop through them. For instance, suppose you broke up a 640x480 image into 32x32 squares. That'd be 20 columns and 15 rows. So:Local Image:TImage = LoadAnimImage("MyImage.png",32,32,0,20*15) While Not KeyHit(KEY_ESCAPE) For Local Y = 0 To 14 For Local X = 0 To 19 Local Cell = Y*20+X DrawImage X*32,Y*32,Cell Next Next Wend |