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optimisez

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  1. http://i453.photobucket.com/albums/qq253/ulti-killer/player.png~original I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. How should I do to remove the blue color of the sprite sheet?  void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderSprite() { // Specify alpha blend will ensure that the sprite will render the background with alpha. sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(25 5, 255, 255)); // End sprite drawing sprite->End(); }
  2. I think is inputs ->  update collision -> draw int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdline, int nShowCmd) { createWindow(); init(); while(windowIsRunning()) { update(); render(); } cleanUp(); return 0; } LRESULT CALLBACK WindowProcedure(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { escToExit(message, wParam); playerInput(message, wParam); switch(message) { // Destroy window case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; }
  3. http://i453.photobucket.com/albums/qq253/ulti-killer/13-4.png~original   After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }