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Panel Animation/ gif like #258155
03/28/09 01:17
03/28/09 01:17
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
Serious User
MMike  Offline OP
Serious User

Joined: Jul 2004
Posts: 1,710
Hello

I neeed to have animated images like gif.

using panels, what are my possibilities?

-> Loading different images at runtime and deleting the last one.
-> use a panorama, sprite+8 like, and use window to cut.

Anyone have more ideas, the window is a good one, but seeams but i found they wont work for me.

Has anyone ever did some thing? I dont need the code, just the idea.

Re: Panel Animation/ gif like [Re: MMike] #258308
03/29/09 16:19
03/29/09 16:19
Joined: Mar 2009
Posts: 112
Germany
K
KDuke Offline
Member
KDuke  Offline
Member
K

Joined: Mar 2009
Posts: 112
Germany
Yeah I'm using such animations in my project.

I simply have a struct for my 2D-"Entities" in such a way...
Code:
typedef struct 2DENT
{
   void somestuff;
   PANEL* thePan;
   BMAP** images;       //this one stores every images needed for the animation
   int bmpIndex;        //and this one holds the index of the current image it is using.
} 2DENT;


Now I change the image of the panel by incrementing bmpIndex and giving the image with the index of bmpIndex to the panel every few frames, while animating.

greetings
K-Duke


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Re: Panel Animation/ gif like [Re: KDuke] #258451
03/30/09 17:23
03/30/09 17:23
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
right i thought that solution too, but do you load the bmaps on runtime, or its preeload?

why the BMAP ** with 2 * ?

Re: Panel Animation/ gif like [Re: MMike] #258457
03/30/09 17:50
03/30/09 17:50
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
you may use sprites as view entites too.


3333333333
Re: Panel Animation/ gif like [Re: Quad] #258463
03/30/09 18:53
03/30/09 18:53
Joined: Mar 2009
Posts: 112
Germany
K
KDuke Offline
Member
KDuke  Offline
Member
K

Joined: Mar 2009
Posts: 112
Germany
Hi MMike,

it is BMAP** because it is an array of bitmaps. As you might know an array can be accessed by a pointer. As BMAP* already are pointers one need to have a pointer to an array of BMAP* pointers.
Your animation has 30 images for example. Then you would have to have 30 BMAP*s, well or only one BMAP* varName[30]. And as said an array can be accessed by it's pointer address.

And to the other question... yeah I load the bmaps at runtime.

greetings
K-Duke


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Click and join the 3dgs irc community!
Room: #3dgs

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