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Nov 10th, 2001, 12:11 PM
#1
Thread Starter
Member
Scrolling madness
In most of the old zelda games, especially the new oracle ones, it uses a scrolling technique where if the player reaches the edge of the screen, it shows a new area, rather than scrolling as the player moves.
Has anyone got any idea how i could do this or an example with this scrolling style inplemented in it?
sorry if i was unclear in my decription, i am tired
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Nov 10th, 2001, 02:14 PM
#2
Good Ol' Platypus
When their player is even 1 pixel offscreen (use IntersectRect API with the character's RECT and the screen RECT) you would change the ViewX and ViewY respectively.
All contents of the above post that aren't somebody elses are mine, not the property of some media corporation. 
(Just a heads-up)
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Nov 10th, 2001, 02:20 PM
#3
Thread Starter
Member
i've never used either of those api's :/
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Nov 10th, 2001, 03:48 PM
#4
transcendental analytic
Consider the edges of your screen as 4 threshold for your character to step trough, depending on which you will enter approperiate area or scroll the screen to it. You can do it by simply comparing the characters position with each edge. For instance the left threshold trigger would be character.x<0
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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Nov 10th, 2001, 06:52 PM
#5
Frenzied Member
Hum your game is in BitBlt, right? Are you storing the player's coordinates as PlayerX/Y (or something similar) and the screen's coordinates as ScreenX/Y?...
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