graphic unit movement -> tile movement

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3 comments, last by Gilzu 22 years, 8 months ago
ok, lets say i have tiles at the size of 30 pixel, k? now, when i want to move my unit from one tile to another, basically, i move it from one tile to the other but graphically, the unit moves 30 pixels at once? so i thought about making a "progress" variable in the unit struct, and compute it every time i have to render... ideas to make this in a better way? Gil Micro$oft beta testing: "Does the splash screen works? SHIP IT!!!"
[email=gil@gilzu.com]Gil Zussman[/email]Check out Goose Chase, Coming this fall!http://www.gilzu.com
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Come on...
doesnt anybody know?

Gil

Micro$oft beta testing:
"Does the splash screen works? SHIP IT!!!"
[email=gil@gilzu.com]Gil Zussman[/email]Check out Goose Chase, Coming this fall!http://www.gilzu.com
Explain please:

so i thought about making a "progress" variable in
the unit struct, and compute it every time i have to render...

I''m sorry but I just have no clue what you''re trying to say here. Try to use more complete thoughts b/c I haven''t seen any code I need more of an understanding of what you''re trying to do.


"this one time at computer camp..."
why not have the units be able to be between tiles all the time?
use fixed point numbers, it would be fast and simple.
just have have something like 11 bits for the tile and 5 for subtile movement, but then 32 is a better tile size, that way you can bitshift stuff simply.

or you could just count the unit position in pixels.

or do something that fits your program better.

the way to find a good solution for this kind of stuff is to TRY all the posibilities, if it works awful then rewrite it untill it works perfect, and try different stuff too.
Unit position in pixels would be best for real time. For turn based, I take the start and end position in pixels and move it between.

Jack

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