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counting points #273788
06/24/09 12:17
06/24/09 12:17
Joined: Mar 2009
Posts: 276
Cebu City, Philippines
boyax Offline OP
Member
boyax  Offline OP
Member

Joined: Mar 2009
Posts: 276
Cebu City, Philippines
Hi,

Any idea how I can implement a counting points bitmap like this:
counting points

So, for a one number/digit, does it cut the bitmap into halves??

Hope you could give advise.
I really like the animations counting and I want to implement it in my game project.

Thanks

Re: counting points [Re: boyax] #273801
06/24/09 13:22
06/24/09 13:22
Joined: Jul 2005
Posts: 187
L
lostzac Offline
Member
lostzac  Offline
Member
L

Joined: Jul 2005
Posts: 187
I could think of two ways....to do this

The simplest way is to have a bitmap animation...with the numbers you want
then

my.frame = points
in its while loop
points would be the number you want to show, my.frame is the pointer to the animation entity and frame the number of the image you want to show


If you do not want to to do that a more long way to do it is to render out eacj bitmap number set it to a panel and do something like this

PANEL* counetr =
{
bmap = img000 /// This would be your image for the number 000;
}

function change_number(PANEL* nPanel, BMap* new_image)
{
nPanel.bmap = new_image //this would be the image you need to change
}

then just call it like this
change_number(counter,img001);

of coarse you would still have to define all your bitmaps

the third way (so i lied lol)
would be use a bitmap as the background and use a text object to hold the number


John C Leutz II

Re: counting points [Re: lostzac] #273825
06/24/09 16:03
06/24/09 16:03
Joined: Mar 2009
Posts: 276
Cebu City, Philippines
boyax Offline OP
Member
boyax  Offline OP
Member

Joined: Mar 2009
Posts: 276
Cebu City, Philippines
Thanks for the reply... I'm also thinking for a bitmap/sprite animation but I assume if it would affect game performance.. maybe, I'll give it a try..

Your 3rd option is also a nice idea.. Thanks for telling me the truth.. lol.. laugh


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