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Animation problems

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Animation problems Empty Animation problems

Post  wallandpeace Mon Jan 09, 2012 10:21 pm

When I press the key that triggers the animation it locks the animation on the frame that dbsetspriteframe set it to. I need this so it doesn't play all the frames of the animation up to the ones im using. Can someone point me in the right direction.

Code:
#include "DarkGDK.h"


void DarkGDK ( void )
{
   
   dbSyncOn  ( );
   dbSyncRate ( 60 );
   dbSetDisplayMode(560, 240, 32);//Screen Resolution I dont recommend changing this as you'll just get alot of blackspace.
   dbDisableEscapeKey ( );
   
   
   
   dbSetImageColorKey ( 255, 0, 255 );//makes the pink on sprites become clear
   dbLoadImage ("wall2.bmp",6 );//collision for top of map
   dbSprite (6,0,240,6);
   dbLoadImage ("wall2.bmp",7 );//collision for bottom of map
   dbSprite (7,0,-7,7);
   dbLoadImage ("wall1.bmp",4 );//collision for left side of map
   dbSprite ( 4,-7,0,4);
   dbLoadImage ("wall1.bmp",5);// collision for right side of map
   dbSprite ( 5,560,0,5);

   dbLoadImage ( "map.bmp", 1 );//Loads Background (grass texture)
   dbSprite ( 1, 0, 0, 1 );
   
   int  corx = 100;
   int  cory = 100;
   
   dbCreateAnimatedSprite(2,"character-movesheet.bmp",10,1,2);//Loads walk cycle as well as the character.
   dbSprite(2,corx,cory,2);
   
   
   
   while ( LoopGDK ( ) )
   {
      
      
      dbSprite(2,corx,cory,2);
      if (dbKeyState(18)==1)//SWORD DOWN
      {
         dbPlaySprite(2,9,10,100);
      }
      
      
      if (dbKeyState(17)==1)//UP
      {   
         
         dbSetSpriteFrame(2,7);
         dbPlaySprite(2,7,8,100);
         cory = cory-1;
         if (dbSpriteCollision(2,7)==1)
         {
            cory++;
         }
      
         
      
      }
      
      if (dbKeyState(31)==1)//DOWN
      {
         dbSetSpriteFrame(2,1);
         dbPlaySprite(2,1,2,100);
         cory++;
         if (dbSpriteCollision(2,6)==1)
         {
            cory = cory - 1;
         }

      
      }
      if (dbKeyState(30)==1)//LEFT
      {
         dbSetSpriteFrame(2,3);
         dbPlaySprite(2,3,4,100);
         corx = corx-1;
         if (dbSpriteCollision(2,4)==1)
         {
            corx++;
         }
      }

      if (dbKeyState(32)==1)//RIGHT
      {
         dbSetSpriteFrame(2,5);
         dbPlaySprite(2,5,6,100);
         corx++;
         if (dbSpriteCollision(2,5)==1)
         {
            corx = corx-1;

         }

      }

         
      
      
      if(dbEscapeKey() == 1)
      {
      
         break;
      }
      dbSync();
      
         
   }

   
   for ( int m = 1; m < 30; m++ )
      dbDeleteSprite(2);

   
   dbDeleteImage ( 1 );

   
   return;
}

wallandpeace

Posts : 1
Join date : 2012-01-09

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