LoadAnimImage problem

BlitzPlus Forums/BlitzPlus Programming/LoadAnimImage problem

InvisibleKid(Posted 2005) [#1]
Graphics 640,480
SetBuffer BackBuffer()

Global Deck=LoadAnimImage(".\gfx\deck.bmp",71,96,0,52)
MidHandle Deck
ScaleImage Deck,-0.7,-0.7

Global c

While Not KeyDown(1)
Cls
	If KeyHit(78)	;+
		c = c + 1
	EndIf
	
	If KeyHit(74)	;-
		c = c - 1
	EndIf
	
	If c > 51 Then c = 0
	If c < 0 Then c = 51

	DrawImage deck,100,100,c
	Text 0,0,"c:"+c
Flip
Wend
End


this code works fine and as it should in b3d, but in
blitzplus it only display image frame 0 unless i put the width to something like 69 then it will cycle through each frame but displays roughly a frame and a half.

is this a bug, or do i need to do something different in
blitzplus.
any help appreciated.

tia


Beaker(Posted 2005) [#2]
I imagine the ScaleImage command is causing the problem.

Strange you get different behaviour in BB3D and BB+ tho.


Grey Alien(Posted 2005) [#3]
Comment out the midhandle and scaleimage (then bring them back in 1 at a time. I presume you wanted to flip the image and shrink it hence the negative scale values? Why not do this in a paint package so your code is faster?


InvisibleKid(Posted 2005) [#4]
i took out midhandle and it works fine now, thank you for the advice, i didn't think of it being midhandle causing the problem, now all i need to do is readjust my positions for the real program, shouldn't be too difficult ;-)

as for the negative scale values, well God only knows what i was thinking, i ripped the hole loading sequence from another game i did a very long time ago. oh and i took out the (-) but it doesn't make any difference in the image, its just a set of cards so i doubt it would anyway except maybe instead of A of hearts first and A of spades last, they'd be reversed

thanks again