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'OO' C++ programming with PocketFrog


'OO' C++ programming with PocketFrog

Postby Conan » Jun 26, 2002 @ 6:16pm

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Postby Pam » Jun 26, 2002 @ 7:14pm

All the easy problems have been solved.
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Thanks Pam

Postby Conan » Jun 26, 2002 @ 7:59pm

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Postby Pam » Jun 26, 2002 @ 8:03pm

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Loading the bitmap

Postby Conan » Jun 26, 2002 @ 10:49pm

That's the bit I really gave up on. Hope you get it working
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Postby Pam » Jun 26, 2002 @ 11:55pm

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Is it really the best way?

Postby jbella » Jun 27, 2002 @ 9:01am

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Is it really the best way?

Postby BurningSheep » Jun 27, 2002 @ 10:26am

Do you want custom Snails levels? Click
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Best way to do it ?

Postby Conan » Jun 27, 2002 @ 10:45am

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Pam, one last question

Postby Conan » Jun 27, 2002 @ 11:00am

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Managers

Postby jbella » Jun 27, 2002 @ 11:13am

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Pam, one last question

Postby BurningSheep » Jun 27, 2002 @ 11:34am

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thanks for the tip

Postby Conan » Jun 27, 2002 @ 12:33pm

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Postby Pam » Jun 27, 2002 @ 2:40pm

Ok. Bad Pam. Slap on the wrist for posting poorly documented code. :wink:

I'll try to clean up the code and repost it with comments.

Each Sprite has a member called SpriteData which holds the bitmap for the sprite. In my case it's actually frames for the animation.

What I do in SetSpriteData() is pass a Surface that I have loaded in GameInit() from a resource.

To copy the contents of the passed-in Surface to the SpriteData surface, I change the rendering target from the default, which is the BackBuffer, to my SpriteData surface. Then I can Blit the passed-in surface onto the SpriteData surface. Then I set the rendering target back to the default.

I got this part from this thread:


I am definitely taking a peformance hit by using all these classes. But, for my purposes, the performance is still more than adequate. If I get too many sprites going at once, then I'll see it I suppose.

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Performance etc

Postby Conan » Jun 27, 2002 @ 3:12pm

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