How many tipe of scrolling are possible with Blitz?

BlitzPlus Forums/BlitzPlus Programming/How many tipe of scrolling are possible with Blitz?

Valgar(Posted 2003) [#1]
Sorry for the silly question...but i'm thinking if the only scrolling possible are achieved with the command "origin"....
Are there other methods for scrolling both larger image and tiled backgrounds?
In all the demo i see the scrolling aren't made of "origin" because in the code i didn't see this command,but i don't figured out in wath method is made...


DarkEagle(Posted 2003) [#2]
plenty of methods

tileimage image[,x,y]

if you modify the x and y params you can scroll that way.

can also do it another way if you are drawing your images from a tilemap in an array, like this:

(tiles are 16x16)

dim map(100,100)

function drawmap(ox,oy)

for x = 0 to 100
 for y = 0 to 100
  screenx = x*16 + ox
  screeny = y*16 + oy
  if (screenx >= 0) and (screeny >= 0) and (screenx <= graphicswidth()) and (screeny <= graphicsheight())
   drawimage map(x,y),screenx,screeny
  end if
 next
next

end function



Anthony Flack(Posted 2003) [#3]
You have at your disposal any method of creating an illusion of movement you can think of, by drawing a series of images to the screen. The origin command can be used, sure, but it's a programming language, so - anything you can think of!


Neo Genesis10(Posted 2003) [#4]
The best way of drawing large images in my opinion is to use DrawImageRect. This way you only draw a portion of a larger bitmap onto the screen (there are known issues with off-screen drawing on older cards).

Heres a demo...
gw = GraphicsWidth()
gh = GraphicsHeight()

image = LoadImage("backdrop1.bmp")

x_offset = 0	; Stores the offset for drawing the image
y_offset = 0

Repeat
	MoveCharacter
	DoCollisions

	; Draw Image

	DrawImageRect 0, 0, x_offset, y_offset, gw, gh
Until EndGame



Shagwana(Posted 2003) [#5]
If you want a prime example, download this demo (40mb odd) of my game Dr Franken - its 8 way tile map based.


Valgar(Posted 2003) [#6]
Yes for larger bitmaps i think that drawimage rect is a good command indeed.
For a tiled screen i think that the easiest method (easiest if you aren't confused with many object...) is the origin...
In my old language (back in the amiga days)for the scrolling there's a specific command,i think it's called "scrollviewport" or something....


Anthony Flack(Posted 2003) [#7]

If you want a prime example, download this demo (40mb odd) of my game Dr Franken - its 8 way tile map based.



And an absolutely terrific game may I add - although it's easy to get lost in those huge maps!