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#Actualrobert83a1

Posted 11 January 2013 - 01:25 AM

Hello,

Okay thank you , here it goes .

The part of the code that does the scrolling down :

procedure TMain.TestExecute(Sender: TObject);
var x,y : integer;
new_line : boolean;
begin

if Offset < Map.map_length-14 then    // -14 , Number of Tile Lines Drawn on Screen
begin

inc(Counter,1);         // I'm using this to check if I've scrolled down one tile Height (32), if I did
if Counter = 32 then    // then I'm increasing Offset by 1 and reseting Counter to 0, Offset is used to tell the new line of sprites which Line of TileData
begin                 // to read from the array
Inc(offset,1);
Counter:=0;
end;

for y:=0 to 15 do
begin
for x :=0 to 19 do
begin
BackGround[x,y].Y:=BackGround[x,y].Y-1;

if BackGround[x,y].Y = -32 then
begin
new_line := true;
end;
if new_line = true then
begin
BackGround[x,y]:= TBackGround.Create(SpriteEngine);
Edit9.Text:=inttostr(offset);
BackGround[x,y].ImageName:= Images.Item[map.Lines[offset+15,x].ImageIndex].Name;

if BackGround[x,y].PatternCount = 1 then
begin
BackGround[x,y].DoAnimate:=false;
end
else
begin
// this part should sync the animations, it does... but only for the newly created line, which is not in sync with the line before it
// after a few lines scrolling down I get a nice wave effect, due to the fact that each new line is created at a sligthly later time
// something here very wrong, I should somehow sync the new line with the previous line....
// ahol imageindex = imageindex elozorol
BackGround[x,y].AnimStart:=0;
BackGround[x,y].AnimCount:=map.Lines[offset+15,x].AnimCount;
BackGround[x,y].AnimSpeed:=map.Lines[offset+15,x].AnimSpeed;
BackGround[x,y].AnimPos:=(GlobalAnimCounter mod BackGround[x,y].AnimCount+map.Lines[offset+15,x].AnimStart);
BackGround[x,y].DoAnimate:=true;
BackGround[x,y].AnimLooped:=true;
end;

BackGround[x,y].X:=x*32;
BackGround[x,y].Y:=480;
BackGround[x,y].Z:=1;
new_line:=false;
end;
end;
end;

end;

end;


0..14 is visible on my screen , line 15 is the aditional line for smooth scrolling (using 640x480 resolution).

Problem is , newly created sprite line animation starts at different time then the rest, if you still download the exe and test the map I've included you'll see about the wave effect.
How can I set the newly created tile line to have the same animation start as the previous one?

Greetings
Robert

#3robert83a1

Posted 11 January 2013 - 01:24 AM

Hello,

Okay thank you , here it goes .

The part of the code that does the scrolling down :

procedure TMain.TestExecute(Sender: TObject);
var x,y : integer;
new_line : boolean;
begin

if Offset < Map.map_length-14 then    // -14 , Number of Tile Lines Drawn on Screen
begin

inc(Counter,1);         // I'm using this to check if I've scrolled down one tile Height (32), if I did
if Counter = 32 then    // then I'm increasing Offset by 1 and reseting Counter to 0, Offset is used to tell the new line of sprites which Line of TileData
begin                 // to read from the array
Inc(offset,1);
Counter:=0;
end;

for y:=0 to 15 do
begin
for x :=0 to 19 do
begin
BackGround[x,y].Y:=BackGround[x,y].Y-1;

if BackGround[x,y].Y = -32 then
begin
new_line := true;
end;
if new_line = true then
begin
BackGround[x,y]:= TBackGround.Create(SpriteEngine);
Edit9.Text:=inttostr(offset);
BackGround[x,y].ImageName:= Images.Item[map.Lines[offset+15,x].ImageIndex].Name;

if BackGround[x,y].PatternCount = 1 then
begin
BackGround[x,y].DoAnimate:=false;
end
else
begin
// this part should sync the animations, it does... but only for the newly created line, which is not in sync with the line before it
// after a few lines scrolling down I get a nice wave effect, due to the fact that each new line is created at a sligthly later time
// something here very wrong, I should somehow sync the new line with the previous line....
// ahol imageindex = imageindex elozorol
BackGround[x,y].AnimStart:=0;
BackGround[x,y].AnimCount:=map.Lines[offset+15,x].AnimCount;
BackGround[x,y].AnimSpeed:=map.Lines[offset+15,x].AnimSpeed;
BackGround[x,y].AnimPos:=(GlobalAnimCounter mod BackGround[x,y].AnimCount+map.Lines[offset+15,x].AnimStart);
BackGround[x,y].DoAnimate:=true;
BackGround[x,y].AnimLooped:=true;
end;

BackGround[x,y].X:=x*32;
BackGround[x,y].Y:=480;
BackGround[x,y].Z:=1;
new_line:=false;
end;
end;
end;

end;

end;


0..14 is visible on my screen , line 15 is the aditional line for smooth scrolling (using 640x480 resolution).

Problem is , newly created sprite line animation starts at different time then the rest, if you still download the exe and test the map I've included you'll see about the wave effect.
How can I set the newly created tile line to have the same animation start as the previous one?

Greetings
Robert

#2robert83a1

Posted 11 January 2013 - 01:24 AM

Hello,

Okay thank you , here it goes .

The part of the code that does the scrolling down :

procedure TMain.TestExecute(Sender: TObject);
var x,y : integer;
new_line : boolean;
begin

if Offset < Map.map_length-14 then    // -14 , Number of Tile Lines Drawn on Screen
begin

inc(Counter,1);         // I'm using this to check if I've scrolled down one tile Height (32), if I did
if Counter = 32 then    // then I'm increasing Offset by 1 and reseting Counter to 0, Offset is used to tell the new line of sprites which Line of TileData
begin                 // to read from the array
Inc(offset,1);
Counter:=0;
end;

for y:=0 to 15 do
begin
for x :=0 to 19 do
begin
BackGround[x,y].Y:=BackGround[x,y].Y-1;

if BackGround[x,y].Y = -32 then
begin
new_line := true;
end;
if new_line = true then
begin
BackGround[x,y]:= TBackGround.Create(SpriteEngine);
Edit9.Text:=inttostr(offset);
BackGround[x,y].ImageName:= Images.Item[map.Lines[offset+15,x].ImageIndex].Name;

if BackGround[x,y].PatternCount = 1 then
begin
BackGround[x,y].DoAnimate:=false;
end
else
begin
// this part should sync the animations, it does... but only for the newly created line, which is not in sync with the line before it
// after a few lines scrolling down I get a nice wave effect, due to the fact that each new line is created at a sligthly later time
// something here very wrong, I should somehow sync the new line with the previous line....
// ahol imageindex = imageindex elozorol
BackGround[x,y].AnimStart:=0;
BackGround[x,y].AnimCount:=map.Lines[offset+15,x].AnimCount;
BackGround[x,y].AnimSpeed:=map.Lines[offset+15,x].AnimSpeed;
BackGround[x,y].AnimPos:=(GlobalAnimCounter mod BackGround[x,y].AnimCount+map.Lines[offset+15,x].AnimStart);
BackGround[x,y].DoAnimate:=true;
BackGround[x,y].AnimLooped:=true;
end;

BackGround[x,y].X:=x*32;
BackGround[x,y].Y:=480;
BackGround[x,y].Z:=1;
new_line:=false;
end;
end;
end;

end;

end;


0..14 is visible on my screen , line 15 is the aditional line for smooth scrolling (using 640x480 resolution).

Problem is , newly created sprite line animation starts at different time then the rest, if you still download the exe and test the map I've included you'll see about the wave effect.
How can I set the newly created tile line to have the same animation start as the previous one?

Greetings
Robert

#1robert83a1

Posted 11 January 2013 - 01:23 AM

Hello,

Okay thank you , here it goes .

The part of the code that does the scrolling down :


procedure TMain.TestExecute(Sender: TObject);
var x,y : integer;
new_line : boolean;
begin
if Offset < Map.map_length-14 then    // -14 , Number of Tile Lines Drawn on Screen
begin
inc(Counter,1);         // I'm using this to check if I've scrolled down one tile Height (32), if I did
if Counter = 32 then    // then I'm increasing Offset by 1 and reseting Counter to 0, Offset is used to tell the new line of sprites which Line of TileData
begin                 // to read from the array
Inc(offset,1);
Counter:=0;
end;

for y:=0 to 15 do
begin
for x :=0 to 19 do
begin
BackGround[x,y].Y:=BackGround[x,y].Y-1;
if BackGround[x,y].Y = -32 then
begin
GlobalAnimCounter:=0;               new_line := true;
end;
if new_line = true then
begin
BackGround[x,y]:= TBackGround.Create(SpriteEngine);
Edit9.Text:=inttostr(offset);
BackGround[x,y].ImageName:= Images.Item[map.Lines[offset+15,x].ImageIndex].Name;

if BackGround[x,y].PatternCount = 1 then
begin
BackGround[x,y].DoAnimate:=false;
end
else
begin
// this part should sync the animations, it does... but only for the newly created line, which is not in sync with the line before it
// after a few lines scrolling down I get a nice wave effect, due to the fact that each new line is created at a sligthly later time
// something here very wrong, I should somehow sync the new line with the previous line....
// ahol imageindex = imageindex elozorol
BackGround[x,y].AnimStart:=0;
BackGround[x,y].AnimCount:=map.Lines[offset+15,x].AnimCount;
BackGround[x,y].AnimSpeed:=map.Lines[offset+15,x].AnimSpeed;
BackGround[x,y].AnimPos:=(GlobalAnimCounter mod BackGround[x,y].AnimCount+map.Lines[offset+15,x].AnimStart);
BackGround[x,y].DoAnimate:=true;
BackGround[x,y].AnimLooped:=true;
end;
BackGround[x,y].X:=x*32;
BackGround[x,y].Y:=480;
BackGround[x,y].Z:=1;
new_line:=false;
end;
end;
end;
end;
end;


0..14 is visible on my screen , line 15 is the aditional line for smooth scrolling (using 640x480 resolution).

Problem is , newly created sprite line animation starts at different time then the rest, if you still download the exe and test the map I've included you'll see about the wave effect.

How can I set the newly created tile line to have the same animation start as the previous one?

Greetings

Robert

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