If I've got an image that I want to scroll constantly from left to right, how do I wrap it so it looks like, one long image?
Thanks
try this with an image that is wider than the screen
Strict
Framework BRL.GlMax2D
Import BRL.System
Import BRL.Basic
Import BRL.pngloader
Import BRL.Retro
?Win32
SetGraphicsDriver(GLMax2DDriver())
?
Graphics 640,480
Global x:Int=0
Global image:TImage = LoadImage("test.png")
While KeyDown(KEY_ESCAPE)=False
cls
DrawImage image,x,0
x:-3
If x<0 Then DrawImage image,(x+ImageWidth(image)),0
If x<=-ImageWidth(image) Then x=0
DebugLog x
Flip
flushmem
Wend
TileImage with the x and y parameters would avoid having to do two DrawImage's.
JazzieB - That is a good idea but TileImage fills the entire current viewport. So I guess you would need to set the viewport before each TileImage call.
Yes you would need to set a viewport if you don't want the entire screen drawn to, but wouldn't you be using one anyway if that were the case - in order to ensure that sprites and other graphics are clipped to the active game play area? Depends on the game though, I suppose.