For loops to set up an array of SDL_Rects
Okay, here I am yet again...
I'm wanting to set up a 2D array of SDL_Rects as the viewing area in my game(with a tile in each position)
Here's some of the code I'm trying:
int setrectcord(SDL_Rect rect, int x, int y){
rect.x = x;
rect.y = y;
}
Then later...
SDL_Rect *screencord[15][9];
for(int xval = 0; xval < 14; xval++){
for(int yval = 0; yval < 8; yval++){
setrectcord(*screencord[xval][yval], (xval * 32), (yval * 32));
}
}
The point is to have an SDL_Rect for every displayed tile position on the screen,(every 32 pixels) but when I try to draw anything to one of these positions, I get a segmentation fault...do keep in mind, though, I'm a terrible programmer.(which you could most likely tell from the code)
P.S. I've probly forgotten some important thing I need to mention...
[edited by - Klarh on April 23, 2004 10:01:51 AM]
i''ll just blow your whole idea apart and spare you the trouble: you shouldn''t have to have an sdl rect for every tile. If your tiles are all the same size, it''s only a simple calculation to figure out it''s boundries. for instance, tile #6 starts at 6*32 and ends at 7*32
Hmm...Okay, so I should make a handy dandy function the takes care of all the coords mess for me? Thanks, I was really stumped on that one
basically, yeah. You would just be making a 2D array of tiles for a tile engine there. You would display them based on their position in the array and their size. (see first comment). That way, you can change tile sizes and it will still display nicely.
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