help whenever i try the paper doll code
when replacing the first one ut comes
up like this
Code:
Sub BltPlayer(ByVal Index As Long)Dim Anim As ByteDim x As Long, y As Long ' Only used if ever want to switch to blt rather then bltfast With rec_pos .top = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset .Bottom = .top + PIC_Y .Left = GetPlayerX(Index) * PIC_X + Player(Index).XOffset .Right = .Left + PIC_X End With ' Check for animation Anim = 0 If Player(Index).Attacking = 0 Then Select Case GetPlayerDir(Index) Case DIR_UP If (Player(Index).YOffset < PIC_Y / 2) Then Anim = 1 Case DIR_DOWN If (Player(Index).YOffset < PIC_Y / 2 * -1) Then Anim = 1 Case DIR_LEFT If (Player(Index).XOffset < PIC_Y / 2) Then Anim = 1 Case DIR_RIGHT If (Player(Index).XOffset < PIC_Y / 2 * -1) Then Anim = 1 End Select Else If Player(Index).AttackTimer + 500 > GetTickCount Then Anim = 2 End If End If ' Check t
o see if we want to stop making him attack If Player(Index).AttackTimer + 1000 < GetTickCount Then Player(Index).Attacking = 0 Player(Index).AttackTimer = 0 End If rec.Left = (GetPlayerDir(Index) * 3 + Anim) * PIC_X rec.Right = rec.Left + PIC_X x = GetPlayerX(Index) * PIC_X + Player(Index).XOffset y = GetPlayerY(Index) * PIC_Y + Player(Index).YOffset - 4 ' Check if its out of bounds because of the offset If y < 0 Then y = 0 rec.top = rec.top + (y * -1) End If If GetPlayerDir(Index) = DIR_UP Then If Player(Index).Shield > 0 Then rec.top = Item(Player(Index).Shield).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If If Player(Index).Weapon > 0 Then rec.top = Item(Player(Index).Weapon).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x
, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If End If rec.top = GetPlayerSprite(Index) * PIC_Y rec.Bottom = rec.top + PIC_Y 'Call DD_BackBuffer.Blt(rec_pos, DD_SpriteSurf, rec, DDBLT_WAIT Or DDBLT_KEYSRC) Call DD_BackBuffer.BltFast(x, y, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) If Player(Index).Armor > 0 Then rec.top = Item(Player(Index).Armor).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If If Player(Index).Helmet > 0 Then rec.top = Item(Player(Index).Helmet).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If If GetPlayerDir(Index) <> DIR_UP Then If Player(Index).Shield > 0 Then rec.top = Item(Player(Index).Shield).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y
Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If If Player(Index).Weapon > 0 Then rec.top = Item(Player(Index).Weapon).Pic * PIC_Y rec.Bottom = rec.top + PIC_Y Call DD_BackBuffer.BltFast(x, y, DD_ItemSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If End IfEnd Sub
except shorter... and wider