This is everything I know about Bit Blit:
You put all of that in a module. Then:Code:Declare Function bitblt Lib "gdi32" _ Alias "BitBlt" (ByVal hDestDC As _ Long, ByVal x As _ Long, ByVal y As _ Long, ByVal nWidth As _ Long, ByVal nHeight As _ Long, ByVal hSrcDC As _ Long, ByVal xSrc As _ Long, ByVal ySrc As _ Long, ByVal dwRop As Long) As Long
That's where you specify the source of the image to redraw.Code:YOURIMAGELIST.Listimages( <INDEXNUMBER> ).Draw buffer.hDC, <THE LEFT OF THE INTENDED DRAW POINT> , THE TOP OF THE INTENDED DRAWING POINT, imlTransparent
And the preceding line tells what box to copy the image to, and what buffer to use. I'd reccomend just making a picture box called game, and one called buffer, setting the one called buffer to true and then running the code. The only problem I have with this method, is that I cannot blit into negative space without a crash. This is why I can't make an overworld map... Different story.Code:Dc = bitblt(game.hDC, 0, 0, 480, 480, buffer.hDC, 0, 0, vbSrcCopy)
If you have any questions on this method, my IM for AIM is AnseImaster.




Reply With Quote