Image not Displaying
BlitzMax Forums/BlitzMax Programming/Image not Displaying
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[Code] File: Main.bmx Framework Brl.Basic Import Brl.System Import Brl.GLMax2D Import Pub.Libpng SetMaskColor 255,0,255 Global SCREENWIDTH:Int Global SCREENHEIGHT:Int Global SCREENDEPTH:Int Global SCREENFULL:Int=False Graphics(320,240,0,60) SetViewport(32,8,256,224) SetOrigin(32,8) Include "player.bmx" PlayerSetup 0,0 'Main Loop While Not KeyHit(KEY_ESCAPE) Cls PlayerDraw PlayerX,PlayerY FlushMem Flip Wend End [/Code] [Code] FILE: player.bmx Global PlayerIdle:Int ; Incbin "gfx/idle.png" Global PlayerX:Float=0 Global PlayerY:Float=0 Function PlayerSetup(fX,fY) PlayerIdle = LoadImage("IncBin::gfx/idle.png") End Function Function PlayerDraw(fX,fY) DrawImage PlayerIdle,fX,fY End Function [/code] okay Im getting this error and why?? Unhandled Exception: Attempt to access field or method of NULL object on the DrawImage PlayerIdle,fX,fY please help... |
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Framework Brl.Basic Import Brl.System Import Brl.GLMax2D Import Pub.Libpng Graphics 640,480 If LoadImage ("D:\Dev\BlitzMaxCore106\doc\bmax120.png") = Null Print "Your Imports are wrong" Else Print "Your PNG image isn't correct." End IfIncidently, the correct answer is: Your imports are wrong. |
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try : Import BRL.Pngloader instead of Import pub.libpng |
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Well I tried both and neither worked. FlameDuck: I put that if-then statement and no errors came up so I know the image is loading, but not sure what else to make of it flaith: Also the import didn't change anything either :( EDIT: okay that fixed the LoadImage, but not the LoadAnimImages there is a major bug or something in BlitzMax if this happening |
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i tried that code :Framework BRL.GLMax2D Import BRL.Basic Import BRL.System Import BRL.Pngloader Graphics 640,480,0 Incbin "gfx/Pipe.png" Incbin "gfx/Robi.png" Const BOARD_WIDTH = 33 Const BOARD_HEIGHT = 33 'MASKBLEND marche mieux avec pipe_3 car les couleurs sont indéxées 'voir dans Gimp différence entre le pipe.png et le pipe_3.png SetMaskColor 255,0,255 Global pipe:TImage = LoadAnimImage ("incbin::gfx/Pipe.png" ,BOARD_WIDTH, BOARD_HEIGHT,0,17,MASKEDIMAGE) Global robi:TImage = LoadAnimImage ("incbin::gfx/Robi.png" ,BOARD_WIDTH, BOARD_HEIGHT,0,8,MASKEDIMAGE) SetClsColor 128,128,128 While Not KeyHit(KEY_ESCAPE) Cls For Local i = 0 To 8 DrawImage pipe,10,50+(i*33),i Next Flip Wend run ok for me !!! |
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I put that if-then statement and no errors came up so I know the image is loading, but not sure what else to make of it An error isn't SUPPOSED to come up. It's supposed to print "There is a problem with your imports" in the console. And it does, because there is a problem with your imports. Also the import didn't change anything either :( EDIT: okay that fixed the LoadImage, but not the LoadAnimImages there is a major bug or something in BlitzMax if this happening It is not a major bug in BlitzMAX (or any bug at that). Remove all your import and framework statements and it'll work fine, because it's a problem with your imports. |