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Escarab

[Allegro]BITMAP* referece ignoring the double buffering

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I'm making a project using Allegro, and in this project i made a class named CSprite to encapsulate a sprite(really? XD). I'm using one buffer to do the drawing on the screen, so i need to pass a reference to this buffer so my animation function of my CSprite class can be able to draw on this buffer. I do that and it worked, but completely ignoring the double buffering (i.e. The images been draw keep flashing on screen). follows the code: the function that captures the buffer:

void CSprite::SetBuffer(BITMAP* buff)
{
buffer=buff; //buffer is a public BITMAP* variable
}


the function that draws on the buffer:

void CSprite::AnimateSequence(std::vector<BITMAP*>sequence,short int delay,int x,int y)
{
unsigned int size=sequence.size();

if(delay==mdelay)
{
if (cont>size-1)
   {
  cont=0;
   }
  mdelay=0;// a variable to control the velocity of animation
 draw_sprite(buffer,sequence.at(cont),x,y-(sequence.at(cont)->h));
  cont++;
}
mdelay++;
}


the function that truly animates the sprite:
...
canvas=create_bitmap(SCREEN_W,SCREEN_H);
anima.SetBuffer(canvas);

	while (!key[KEY_ESC])
	{
      if (cont>=control) //cont is a variable incremented by a timer
      {
       anima.AnimateSequence(oi3,4,200,200+(oi3.at(0)->h));
       blit(canvas, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);
       clear_to_color(canvas, makecol(255,255,255));
        control=cont+1;
      }

	}

Is this the right way to do it? Am i doing something wrong?

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not sure bout this but it might help.
there is a function called

rest(unsigned int time);


It slows down your application, i think.
try sticking it in the loop after the if block (if (cont>=control))
pass a value of something like 10 to the function.
see what happens.

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