LoadAnimImage problem
BlitzPlus Forums/BlitzPlus Programming/LoadAnimImage problem| 
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| 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
Endthis 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 | 
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| I imagine the ScaleImage command is causing the problem. Strange you get different behaviour in BB3D and BB+ tho. | 
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| 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? | 
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| 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 |