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Polyvector
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Topic: Polyvector (Read 663 times)
PeeJay
Mr. Polyvector
Posts: 244
Polyvector
«
on:
2008-Mar-21 »
Gernot - do you have any plans imminent to add the ability to use images from anim strips with Polyvector?
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Kitty Hello
code monkey
Administrator
Prof. Inline
Posts: 10294
here on my island the sea says 'hello'
Polyvector
«
Reply #1 on:
2008-Mar-22 »
You can do. Just use the right texture coords. Try DRAWSPRITE with an animation thingy. It's the full image.
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PeeJay
Mr. Polyvector
Posts: 244
Polyvector
«
Reply #2 on:
2008-Mar-22 »
ah, okay - that's useful to know (though could have me scratching my head for a while
)
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Kitty Hello
code monkey
Administrator
Prof. Inline
Posts: 10294
here on my island the sea says 'hello'
Polyvector
«
Reply #3 on:
2008-Mar-24 »
the x/y position of a "anim" is evaluated like:
Code: GLBasic
[Select]
LOCAL
sprite_w
,
sprite_h
GETSPRITESIZE
id
,
sprite_w
,
sprite_h
LOCAL
nperline
=
sprite_w
/
width_per_tile
;
LOCAL
tilex
=
MOD
(
iTile
,
nperline
)
*
sprite_w
LOCAL
tiley
=
INTEGER
(
iTile
/
nperline
)
*
sprite_h
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PeeJay
Mr. Polyvector
Posts: 244
Polyvector
«
Reply #4 on:
2008-Mar-24 »
Yup - all sorted - I'm now polyvectoring my ass off
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AndyH
Dr. Type
Posts: 383
Polyvector
«
Reply #5 on:
2008-Mar-24 »
errr.... please never publish that game where you vector your bottom with poly's.
Thanks for the code Gernot, that will come in handy for me too.
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Andy H
ovine by design
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