Image Wrapping
BlitzMax Forums/BlitzMax Programming/Image Wrapping
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If I've got an image that I want to scroll constantly from left to right, how do I wrap it so it looks like, one long image? Thanks |
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try this with an image that is wider than the screenStrict Framework BRL.GlMax2D Import BRL.System Import BRL.Basic Import BRL.pngloader Import BRL.Retro ?Win32 SetGraphicsDriver(GLMax2DDriver()) ? Graphics 640,480 Global x:Int=0 Global image:TImage = LoadImage("test.png") While KeyDown(KEY_ESCAPE)=False cls DrawImage image,x,0 x:-3 If x<0 Then DrawImage image,(x+ImageWidth(image)),0 If x<=-ImageWidth(image) Then x=0 DebugLog x Flip flushmem Wend |
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TileImage with the x and y parameters would avoid having to do two DrawImage's. |
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Thanks Scott :) |
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JazzieB - That is a good idea but TileImage fills the entire current viewport. So I guess you would need to set the viewport before each TileImage call. |
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Yes you would need to set a viewport if you don't want the entire screen drawn to, but wouldn't you be using one anyway if that were the case - in order to ensure that sprites and other graphics are clipped to the active game play area? Depends on the game though, I suppose. |