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What if pb's sprites were objects ?
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Author:  Fig [ Wed Feb 27, 2019 8:54 pm ]
Post subject:  What if pb's sprites were objects ?

A small test, turning pb sprites into objects ...
Simplified reading of a sprite sheet (we just give the name of the sprite sheet, the line number we want to add with the name of its sub-animation ...)

Simple addressing of an animation and sub-animation by a string (for example the animation "Hero" and the sub-animation "Kick" ...)
Play / pause of an animation, modification of speed's display, display by depth's order, progressive transparency until invisibility and vice versa etc ...

Lots of things to add and debug : collision with quadtree returning a list of the objects concerned, Gui in sprites, pathfinding, gravity and objects on which we can stand...
Compile the Example.pb file of the archive.
Direction arrows and space to interact. (left Ctrl key for a transformation)

The blue and red character just illustrates the replacement of a color in an animation and the duplication of an "object" of type animation.
Backgrounds illustrate the scrolling mode. (and my lazyness to use photoshop ... ^^)
I used some of the animations of this Megaman spritesheet, taken on this site http://www.sprites-inc.co.uk/, for the example.

I made a deposit on GitHub, if you want to participate in the improvement of the program ...


Author:  Mijikai [ Wed Feb 27, 2019 10:39 pm ]
Post subject:  Re: What if pb's sprites were objects ?

Definetely a good idea i went a similar route when i wrote the gfx part of my 2D engine.
Its way more straight forward and pleasant to work with.

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