Runner world [Resolved]

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SPH
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Joined: Tue Jan 04, 2011 6:21 pm

Runner world [Resolved]

Post by SPH »

Hi, 8)

Could you tell me if you see the character running?
On my desktop computer, everything is fine, but on my laptop, the character is distorted: http://xmas.free.fr/AE_bug.bmp

Code: Select all

;-CONSTANTS
Enumeration
  #MainWindow
  #OpenGLGadget
EndEnumeration

;These two GL constants are used for texture creation. Don't change their values.
#GL_BGR = $80E0
#GL_BGRA = $80E1

If ExamineDesktops()
  ddw=DesktopWidth(0)
  ddh=DesktopHeight(0)
Else
  ddw=1024
  ddh=768
EndIf


;********************* DPI *********************
dpix.f=DesktopResolutionX()
dpiy.f=DesktopResolutionY()

xf.f=(1920/ddw)*dpix
yf.f=(1080/ddh)*dpiy

;**********************************************

;-STRUCTURES
Structure Integer2
  X.i
  Y.i
EndStructure
Global.Integer2 WindowDim
WindowDim\X = ddw
WindowDim\Y = ddh


;-DEFINES
Define.i Event
Define.i WindowFlags = #PB_Window_ScreenCentered | #PB_Window_MinimizeGadget


;-DECLARES
Declare Render()
Declare Render2DQuad(OGLTexture.i, StartX.d, StartY.d, Width.i, Height.i, Z.d)
Declare SetupOpenGL()
Declare SetupGLTexture(ImageHandle.i)


;-MAIN WINDOW
win=OpenWindow(#MainWindow, 0, 0,ddw,ddh, "Polygons_Run_2",#PB_Window_Maximize|#PB_Window_BorderLess)
If win=0
  Beep_(500,250) : Delay(150) : Beep_(500,250)
  MessageRequester("Erreur","OpenWindow() impossible")
  End
EndIf

screenGL=OpenGLGadget(#OpenGLGadget,0,0,ddw,ddh)
If screenGL=0
  Beep_(500,250) : Delay(150) : Beep_(500,250)
  MessageRequester("Erreur","OpenGLGadget() impossible")
  End
EndIf


SetupOpenGL()

AddKeyboardShortcut(0,  #PB_Shortcut_Escape, 666) ; quitter


glOrtho_(0,ddw,ddh,0,-1,1)
glMatrixMode_(#GL_MODELVIEW)
glLoadIdentity_()
glClear_(0)

;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
dw2=ddw/2
dh2=ddh/2

dep=6
;;;;;;;;;;;
;;;;;;;;;;;
; xx=ddw/2
; yy=ddh/2
;
; origin_x=160
; origin_y=460

;;;;;;;;;;
;;;;;;;;;;;

long=180
Dim poly_mx2(long)
Dim poly_my2(long)
For i=1 To long
  Read.w poly_mx2(i-1)
  Read.w poly_my2(i-1)
Next



; xx=origin_x
; yy=origin_y

;*********************************************************************************************************************************

Dim couleur.f(3,15)
Dim partiex.f(15,12)
Dim partiey.f(15,12)
Dim saut(15)

timer=ElapsedMilliseconds()


Dim angle.f(15)

an1.f=0.1
sens=1


depx=150
depy=ddh/5

glClearColor_(0,0,0, 1.0)

;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
Repeat
 
   
    glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
 
;;;;;;;;;;;;;;;
         
  Dim xx(15)
  Dim yy(15)
 
  Dim xxx(15)
  Dim yyy(15)
 
xx(13)=160:yy(13)=460
; bras devant   
xx(14)=150:yy(14)=260
xx(15)=151:yy(15)=447
    ; bras fond
xx(1)=150:yy(1)=260
xx(2)=151:yy(2)=447
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; jambe fond   
xx(3)=160:yy(3)=460
xx(4)=188:yy(4)=700
; chaussure fond   
xx(5)=189:yy(5)=987
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; jambe visible   
xx(6)=160:yy(6)=460
xx(7)=188:yy(7)=700
; chaussure visible   
xx(8)=189:yy(8)=987
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; cou
xx(9)=169:yy(9)=198
    ; tete
xx(10)=173:yy(10)=169
xx(11)=173:yy(11)=169
xx(12)=173:yy(12)=169

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;- ================== angle

;
angle(1)=Cos(an1)*1.2
angle(2)=-0.5+Cos(an1)*1.2
;an1+0.1
angle(14)=Cos(an1+3)*1.2
angle(15)=-0.5+Cos(an1+3)*1.2
an1+0.1


angle(3)=Cos(an1)
angle(4)=0.5+Cos(an1)
angle(5)=0.5+Cos(an1)
angle(6)=Cos(an1+3)
angle(7)=0.5+Cos(an1+3)
angle(8)=0.5+Cos(an1+3)
;an1+0.1
;an1+0.08

angle(13)=0.3+Cos(an1)*0.1
angle(9)=Cos(an1)*0.1

angle(10)=0.3+Cos(an1)*0.1
angle(11)=angle(10)
angle(12)=angle(10)

  depx+dep

;    partiex(nb0,i)=xxx(nb0)+(poly_mx2(nb2+4+i)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (poly_my2(nb2+4+i)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)

nb0=13
    xxx(14)=(xx(14)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(14)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(14)
    yyy(14)=(xx(14)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(14)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(14)
nb0=14
    xxx(15)=xxx(14)+(xx(15)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(15)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(15)
    yyy(15)=yyy(14)+(xx(15)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(15)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(15)
   
nb0=13
    xxx(1)=(xx(1)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(1)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(1)
    yyy(1)=(xx(1)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(1)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(1)
nb0=1
    xxx(2)=xxx(1)+(xx(2)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(2)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(2)
    yyy(2)=yyy(1)+(xx(2)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(2)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(2)
   
    ;le cou
nb0=13
    xxx(9)=(xx(9)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(9)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(9)
    yyy(9)=(xx(9)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(9)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(9)
   
    ;la tete
nb0=9
    xxx(10)=xxx(9)+(xx(10)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(10)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(10)
    yyy(10)=yyy(9)+(xx(10)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(10)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(10)
    xxx(11)=xxx(9)+(xx(11)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(11)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(11)
    yyy(11)=yyy(9)+(xx(11)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(11)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(11)
    xxx(12)=xxx(9)+(xx(12)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(12)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(12)
    yyy(12)=yyy(9)+(xx(12)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(12)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(12)
   
    ;la jambe du fond
nb0=13
    xxx(3)=xxx(13)+(xx(3)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(3)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(3)
    yyy(3)=yyy(13)+(xx(3)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(3)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(3)
nb0=3
    xxx(4)=xxx(3)+(xx(4)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(4)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(4)
    yyy(4)=yyy(3)+(xx(4)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(4)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(4)
nb0=4
    xxx(5)=xxx(4)+(xx(5)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(5)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(5)
    yyy(5)=yyy(4)+(xx(5)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(5)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(5)
   
    ;la jambe de devant
nb0=13
    xxx(6)=xxx(13)+(xx(6)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(6)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(6)
    yyy(6)=yyy(13)+(xx(6)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(6)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(6)
nb0=6
    xxx(7)=xxx(6)+(xx(7)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(7)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(7)
    yyy(7)=yyy(6)+(xx(7)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(7)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(7)
nb0=7
    xxx(8)=xxx(7)+(xx(8)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (yy(8)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0)-xx(8)
    yyy(8)=yyy(7)+(xx(8)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (yy(8)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0)-yy(8)
   
;=============================   
   
nb0=1
nb2=0
ii=0

While poly_my2(nb2)>0
  ii=poly_my2(nb2)
  alpha2.f=poly_mx2(nb2+4)/32767
  ;    glBegin_(#GL_POLYGON)
  If alpha2=1
;     glBlendFunc_(#GL_SRC_ALPHA,0)
    ;      glColor4f_(poly_mx2(nb2+1)/32767,poly_mx2(nb2+2)/32767,poly_mx2(nb2+3)/32767,1)
  Else
;     glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE_MINUS_SRC_ALPHA)
    ;      glColor4f_(poly_mx2(nb2+1)/32767,poly_mx2(nb2+2)/32767,poly_mx2(nb2+3)/32767,alpha2)
  EndIf
 
  For i=1 To 4
    couleur(i-1,nb0)=poly_mx2(nb2+i)/32767
   ;  Debug couleur(i-1,nb0)
  Next
;   Debug ("=")
  partiey(nb0,0)=poly_my2(nb2)-5
  ;Debug partiey(nb0,13)
   
  For i=1 To partiey(nb0,0)
    partiex(nb0,i)=(xxx(nb0)+(poly_mx2(nb2+4+i)/xf.f - xx(nb0)) * Cos(angle(nb0)) - (poly_my2(nb2+4+i)/yf.f - yy(nb0)) * Sin(angle(nb0)) +xx(nb0))/5
    partiey(nb0,i)=(yyy(nb0)+(poly_mx2(nb2+4+i)/xf.f - xx(nb0)) * Sin(angle(nb0)) + (poly_my2(nb2+4+i)/yf.f - yy(nb0)) * Cos(angle(nb0)) +yy(nb0))/5
  Next
 
  nb2+ii
  saut(nb0)=nb2
  nb0+1
Wend;;;;;;;;;;;;;;;;;;;;;

   
;#######################################################################
;#######################################################################
;#######################################################################
;#######################################################################
;#######################################################################
;#######################################################################
;#######################################################################
;#######################################################################
;#######################################################################
;#######################################################################


;Repeat ; Until xmouse<>xmouse2 Or ymouse<>ymouse2 Or KeyboardPushed(#PB_Key_All)

;*****
  Repeat
    Event = WindowEvent()

    Select Event
      Case #PB_Event_Gadget
        Select EventGadget()
          Case 1
            Resx = GetGadgetAttribute(1, #PB_OpenGL_MouseX)
            Resy = GetGadgetAttribute(1, #PB_OpenGL_MouseY)
            ;;;;;;;         
            Select EventType()
                ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;             
            EndSelect
        EndSelect
      Case #PB_Event_Menu
        Select EventMenu()
          Case 666
          timer=ElapsedMilliseconds()-timer
          ;MessageRequester("Timer", Str(timer)+" ms - "+Str(scene)+" frames",2)
;           Debug scene
;           Debug timer
          End
        EndSelect
    EndSelect
   
  Until Event = 0
 
 
  ;##############################################
  ;##############################################
  ;############Le professeur en polygones :################


For u=1 To 15
  glBegin_(#GL_POLYGON)
 
  If couleur(3,u)=1
    glBlendFunc_(#GL_SRC_ALPHA,0)
    glColor4f_(couleur(0,u),couleur(1,u),couleur(2,u),1)
  Else
    glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE_MINUS_SRC_ALPHA)
    glColor4f_(couleur(0,u),couleur(1,u),couleur(2,u),couleur(3,u))
  EndIf
     
  For i=1 To partiey(u,0)
    glVertex2f_(depx+partiex(u,i)*sens,depy+partiey(u,i))
  Next
 
glEnd_()
Next

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

  SetGadgetAttribute(#OpenGLGadget, #PB_OpenGL_FlipBuffers, #True)
 
scene+1
 
If depx>ddw+140
   dep*-1
   depx+dep
   sens=-1
EndIf
If depx<-150
   dep*-1
   depx+dep
      sens=1

EndIf

ForEver




Procedure Render()
 
  ;Clearing buffers and resetting clear color to remove old graphics from the last frame.
  glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
  ;  glClearColor_(0.2, 0.2, 0.2, 1.0)
  glClearColor_(0,0,0,1)
 
  ;## DRAWING TEXTURES/IMAGES
  ;First enable the Texture system.
  glEnable_(#GL_TEXTURE_2D)
 
  ;This procedure will create a quad and apply a texture to it.
  ;The Texture variable contains the texture created earlier using SetupGLTexture().
  Render2DQuad(Texture1, 0, 0, ImageWidth(Image1), ImageHeight(Image1), -2)
  ; Render2DQuad(Texture2, 0, 0, ImageWidth(Image2), ImageHeight(Image2), -1)
 
  ;After all the textures have been displayed disable the texture system.
  ;Otherwise it will conflict with the non texture graphics.
  glDisable_(#GL_TEXTURE_2D)
 
EndProcedure

Procedure Render2DQuad(OGLTexture.i, StartX.d, StartY.d, Width.i, Height.i, Z.d)
 
  ;The texture is first bound which tells OpenGL to use this texture for any future rendering.
  glBindTexture_(#GL_TEXTURE_2D, OGLTexture)
  glBegin_(#GL_QUADS)
  glColor4f_   (1,1,1,1)
  glNormal3f_  (0,0,1.0)
  glTexCoord2f_(1.0,1.0)
  glVertex3f_  (StartX+Width,StartY,Z)
  glTexCoord2f_(0.0,1.0)
  glVertex3f_  (StartX,StartY,Z)
  glTexCoord2f_(0.0,0.0)
  glVertex3f_  (StartX,StartY+Height,Z)
  glTexCoord2f_(1.0,0.0)
  glVertex3f_  (StartX+Width,StartY+Height,Z)
  glEnd_()
 
EndProcedure

Procedure SetupOpenGL()
 
  glMatrixMode_(#GL_PROJECTION)
 
  glOrtho_(0.0, WindowDim\X, WindowDim\Y, 0.0, -1000.0, 1000.0)
 
  glMatrixMode_(#GL_MODELVIEW)
 
  ; glEnable_(#GL_DEPTH_TEST)
 
  glEnable_(#GL_BLEND)
  glBlendFunc_(#GL_SRC_ALPHA, #GL_ONE_MINUS_SRC_ALPHA)
 
EndProcedure



DataSection
Data.w 15, 10, 24158, 0, 15934, 0, 14392, 0, 32767, 0, 127, 281, 178, 280, 187, 357, 179, 469, 133, 469, 0, 13, 24158, 0, 15934, 0, 14392, 0, 32767, 0, 132, 468, 145, 588, 151, 603, 190, 602, 198, 570, 181, 540, 178, 454, 149, 445, 0, 10, 12978, 0, 10794, 0, 11565, 0, 32767, 0, 98, 451, 127, 679, 141, 720
Data.w 230, 716, 223, 446, 0, 10, 12978, 0, 10794, 0, 11565, 0, 32767, 0, 147, 700, 125, 760, 144, 1002, 228, 999, 229, 699, 0, 11, 22230, 0, 18632, 0, 17604, 0, 32767, 0, 140, 986, 123, 1033, 122, 1054, 308, 1054, 303, 1044, 225, 987, 0, 10, 9509, 0, 9509, 0, 9509, 0, 32767, 0, 98, 451, 127, 679, 141, 720
Data.w 230, 716, 223, 446, 0, 10, 9509, 0, 9509, 0, 9509, 0, 32767, 0, 147, 700, 125, 760, 144, 1002, 228, 999, 229, 699, 0, 11, 22230, 0, 18632, 0, 17604, 0, 32767, 0, 140, 986, 123, 1033, 122, 1054, 308, 1054, 303, 1044, 225, 987, 0, 9, 14392, 0, 12079, 0, 12978, 0, 32767, 0, 147, 142, 142, 212, 197, 210
Data.w 200, 148, 0, 17, 21331, 0, 8352, 0, 257, 0, 32767, 0, 208, 52, 254, 90, 245, 56, 211, 36, 158, 37, 125, 66, 119, 100, 145, 166, 182, 151, 201, 107, 215, 97, 238, 75, 0, 12, 14777, 0, 4240, 0, 0, 0, 32767, 0, 167, 120, 165, 94, 133, 58, 121, 79, 117, 103, 147, 166, 183, 159, 0, 17, 25314, 0, 17219, 0
Data.w 15034, 0, 32767, 0, 211, 112, 212, 84, 228, 73, 243, 74, 248, 93, 252, 119, 239, 141, 221, 170, 194, 180, 174, 171, 195, 114, 217, 91, 0, 13, 4112, 0, 4369, 0, 8224, 0, 32767, 0, 229, 480, 78, 482, 97, 332, 95, 242, 122, 208, 147, 191, 207, 194, 235, 256, 13, 10, 24158, 0, 15934, 0, 14392, 0, 32767, 0
Data.w 127, 281, 178, 280, 187, 357, 179, 469, 133, 469, 0, 13, 24158, 0, 15934, 0, 14392, 0, 32767, 0, 132, 468, 145, 588, 151, 603, 190, 602, 198, 570, 181, 540, 178, 454, 149, 445, 0, 0
Data.w 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
EndDataSection
Last edited by SPH on Fri Feb 12, 2021 5:50 pm, edited 1 time in total.
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BarryG
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Re: Runner world

Post by BarryG »

Yes, he's running correctly here on my desktop, and doesn't look distorted like your BMP image.

[Edit] I can't take a screenshot on my PC for it, so here's a screen capture from my phone:

Image
Last edited by BarryG on Fri Feb 12, 2021 2:03 am, edited 1 time in total.
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Paul
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Re: Runner world

Post by Paul »

Looks like this on my Desktop machine...

Image

Maybe you should post what you expect him to look like? ;)
Image Image
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SPH
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Re: Runner world

Post by SPH »

Paul wrote:Looks like this on my Desktop machine...

Image

Maybe you should post what you expect him to look like? ;)
This :
Image
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Re: Runner world

Post by BarryG »

For the record, I edited my post to include the photo after Paul asked what it should look like.
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Re: Runner world

Post by #NULL »

I have a weird chopped guy running as well, kinda arms and legs bend backwards or something. :P, but he keeps running, tough guy!
Ubuntu 18.04, 64bit.
OpenGL version string: 2.1 Mesa 20.0.8

<edit>
yeah, like in the picture in first post.
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ar-s
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Re: Runner world

Post by ar-s »

Code: Select all

;********************* DPI *********************
dpix.f=DesktopResolutionX()
dpiy.f=DesktopResolutionY()

If dpix > 1

xf.f=(1920/ddw)*dpix
yf.f=(1024/ddh)*dpiy

Else
  xf = 1
  yf = 1
EndIf

;**********************************************
~Ar-S~
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Code: Select all

r3p347 : 7ry : un71l d0n3 = 1
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SPH
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Re: Runner world

Post by SPH »

Thx a lot :P
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