Image not Displaying

BlitzMax Forums/BlitzMax Programming/Image not Displaying

FBEpyon(Posted 2005) [#1]
[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...


FlameDuck(Posted 2005) [#2]
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 If
Incidently, the correct answer is: Your imports are wrong.


flaith(Posted 2005) [#3]
try :
Import BRL.Pngloader
instead of
Import pub.libpng


FBEpyon(Posted 2005) [#4]
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


flaith(Posted 2005) [#5]
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 !!!


FlameDuck(Posted 2005) [#6]
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.