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About davinci28

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  1. Ah, so the decrease in memory usage essentially negates any hit to performance. Well, I think I can figure things out from here then; thank you *very* much for your assistance, good sir!
  2. I definitely see what you mean from a memory standpoint; that's what the Lazy Foo' tutorial said as well. It just struck me as an awfully processor-intensive task (relatively speaking) to make the map on the fly like that. Of course, it's also very possible (likley?) that I have an skewed view and it really is *way* better to do it on the fly. I suppose that if I were to do it that way, I would just take my upper and lower bounds of the camera (what is displayed of the screen) and just apply the corresponding mapFile tiles directly to the screen, every cycle of the main game loop?
  3. Alright, I think I got it. I moved the tempSurface initialization from outside the nested for loops to right before the current sprite from the spriteSheet is applied to it. I'm not really sure what was happening, but after each tile was pushed onto the tileVector, every entry in the vector was that new tile. I changed the for loop limits to only get the 3 sprites (instead of the whole sprite sheet) and I got textures, then moving the initialization fixed the vector error.
  4. Wow. Thanks for all that. I went and fixed the stylistic comments, as well as the extra call to mapFile >> currentTileID. The funky symbol was an error in copy/pasting the code here. I also added your CreateEmptySurface function you linked to. I see what you mean about trying to draw to a nonexistant surface, but I'm still just getting white when I run. I'll keep looking at my code, but thank you again for such a complete response! Also, by setting tileVector[0] to a single tile bitmap that I map, it is properly displayed, so I guess that the lower half of the function is correct.
  5. Hi all, I'm working on a simple RPG for an intermediate programming course (Sophomore, college), and have hit a bit of a snag. Usually I'd ask the instructor, but I'm not sure he has experience with SDL. I've been resorting to Lazy Foo's tutorials, though I've done this function on my own. My goal is to feed the function a string for the spritemap source file, then return a completed map. My approach is to store every tile to a vector of surfaces, then apply the tiles individually to the map surface based on what tile the map file indicates. As far as I can tell, all the files are being opened correctly, and are in the proper directory. Right now everything compiles fine, but the returned map is just white (from the BaseMap.bmp). This is my first attempt at using SDL, and I'd like to get the graphics down before moving on to the rest of the game mechanics. [source lang="cpp"]// Compiles map surface from map file and spritesheet SDL_Surface *MCSFLoadMap(string source) { SDL_Surface *spriteSheet = NULL; spriteSheet = SDL_LoadBMP(source.c_str()); SDL_Surface *map = NULL; map = MCSFLoadImage("BaseMap.bmp"); vector<SDL_Surface*> tileVector; SDL_Surface *tempSurface; for (int i = 0; i < SPRITES_PER_ROW; i++) { for (int j = 0; j < SPRITES_PER_COLUMN; j++) { Sint16 x = i * TILE_WIDTH; Sint16 y = j * TILE_HEIGHT; SDL_Rect currentTile = {x, y, TILE_WIDTH, TILE_HEIGHT}; MCSFApplySurface(0, 0, spriteSheet, tempSurface, &currentTile); tileVector.push_back(tempSurface); } } cout << tileVector.size() << endl; ifstream mapFile; mapFile.open("map1.map"); if (mapFile.is_open()) { int currentTileID = 0; mapFile >> currentTileID; int iMax = MAP_WIDTH / TILE_WIDTH; int jMax = MAP_HEIGHT / TILE_HEIGHT; for (int i = 0; i < iMax; i++) { for (int j = 0; j < jMax; j++) { MCSFApplySurface((i * TILE_WIDTH), (j * TILE_HEIGHT), tileVector[currentTileID], map); mapFile >> currentTileID; } } } else { cout << "File cannot be opened" << endl; } mapFile.close(); SDL_FreeSurface(spriteSheet); return map; }[/source] Thanks for your help!