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 Post subject: 64x64 Npcs
PostPosted: Mon Dec 11, 2006 1:06 pm 
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woo hoo copy and paste tuts, sorry but im still new and this is all i can really do ill try explain everything as i go along though.
Replace your bltNpc with this:
Code:
Sub BltNpc(ByVal MapNpcNum As Long)
Dim Anim As Byte
Dim X As Long, Y As Long

    ' Make sure that theres an npc there, and if not exit the sub
    If MapNpc(MapNpcNum).Num <= 0 Then
        Exit Sub
    End If
   
    ' Only used if ever want to switch to blt rather then bltfast
    With rec_pos
        .top = MapNpc(MapNpcNum).Y * PIC_Y + MapNpc(MapNpcNum).YOffset
        .Bottom = .top + PIC_Y
        .Left = MapNpc(MapNpcNum).X * PIC_X + MapNpc(MapNpcNum).XOffset
        .Right = .Left + PIC_X
    End With
   
    ' Check for animation
    Anim = 0
    If MapNpc(MapNpcNum).Attacking = 0 Then
        Select Case MapNpc(MapNpcNum).Dir
            Case DIR_UP
                If (MapNpc(MapNpcNum).YOffset < PIC_Y / 2) Then Anim = 1
            Case DIR_DOWN
                If (MapNpc(MapNpcNum).YOffset < PIC_Y / 2 * -1) Then Anim = 1
            Case DIR_LEFT
                If (MapNpc(MapNpcNum).XOffset < PIC_Y / 2) Then Anim = 1
            Case DIR_RIGHT
                If (MapNpc(MapNpcNum).XOffset < PIC_Y / 2 * -1) Then Anim = 1
        End Select
    Else
        If MapNpc(MapNpcNum).AttackTimer + 500 > GetTickCount Then
            Anim = 2
        End If
    End If
   
    ' Check to see if we want to stop making him attack
    If MapNpc(MapNpcNum).AttackTimer + 1000 < GetTickCount Then
        MapNpc(MapNpcNum).Attacking = 0
        MapNpc(MapNpcNum).AttackTimer = 0
    End If
        rec.top = Npc(MapNpc(MapNpcNum).Num).Sprite * 64 + 32
        rec.Bottom = rec.top + 32
        rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64
        rec.Right = rec.Left + 64
   
        X = MapNpc(MapNpcNum).X * 32 + sx - 16 + MapNpc(MapNpcNum).XOffset
        Y = MapNpc(MapNpcNum).Y * 32 + sx + MapNpc(MapNpcNum).YOffset
   
        If Y < 0 Then
            rec.top = Npc(MapNpc(MapNpcNum).Num).Sprite * 64 + 32
            rec.Bottom = rec.top + 32
            Y = MapNpc(MapNpcNum).YOffset + sx
        End If
       
        If X < 0 Then
            rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64 + 16
            rec.Right = rec.Left + 48
            X = MapNpc(MapNpcNum).XOffset + sx
        End If
       
        If X > MAX_MAPX * 32 Then
            rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64
            rec.Right = rec.Left + 48
            X = MAX_MAPX * 32 + sx - 16 + MapNpc(MapNpcNum).XOffset
        End If

        Call DD_BackBuffer.BltFast(X - (NewPlayerX * PIC_X) - NewXOffset, Y - (NewPlayerY * PIC_Y) - NewYOffset, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End Sub


Now, if you dont have 32x64 npcs as it is: Copy the bltNpc and rename it npcTop.
Then replace all the rec.top etc with this
Code:
 rec.top = Npc(MapNpc(MapNpcNum).Num).Sprite * PIC_Y
       
     rec.top = Npc(MapNpc(MapNpcNum).Num).Sprite * 64
     rec.Bottom = rec.top + 32
     rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64
     rec.Right = rec.Left + 64


Then under that put
Code:
X = MapNpc(MapNpcNum).X * 32 + sx - 16 + MapNpc(MapNpcNum).XOffset
        Y = MapNpc(MapNpcNum).Y * 32 + sx + MapNpc(MapNpcNum).YOffset
   
        If Y < 0 Then
            rec.top = Npc(MapNpc(MapNpcNum).Num).Sprite * 64 + 32
            rec.Bottom = rec.top + 32
            Y = MapNpc(MapNpcNum).YOffset + sx
        End If
       
        If X < 0 Then
            rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64 + 16
            rec.Right = rec.Left + 48
            X = MapNpc(MapNpcNum).XOffset + sx
        End If
       
        If X > MAX_MAPX * 32 Then
            rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64
            rec.Right = rec.Left + 48
            X = MAX_MAPX * 32 + sx - 16 + MapNpc(MapNpcNum).XOffset
        End If


So the npcTop sub should look like this:
Code:
Sub BltNpcTop(ByVal MapNpcNum As Long)
Dim Anim As Byte
Dim X As Long, Y As Long

    ' Make sure that theres an npc there, and if not exit the sub
    If MapNpc(MapNpcNum).Num <= 0 Then
        Exit Sub
    End If
   
    ' Only used if ever want to switch to blt rather then bltfast
    With rec_pos
        .top = MapNpc(MapNpcNum).Y * PIC_Y + MapNpc(MapNpcNum).YOffset
        .Bottom = .top + PIC_Y
        .Left = MapNpc(MapNpcNum).X * PIC_X + MapNpc(MapNpcNum).XOffset
        .Right = .Left + PIC_X
    End With
   
    ' Check for animation
    Anim = 0
    If MapNpc(MapNpcNum).Attacking = 0 Then
        Select Case MapNpc(MapNpcNum).Dir
            Case DIR_UP
                If (MapNpc(MapNpcNum).YOffset < PIC_Y / 2) Then Anim = 1
            Case DIR_DOWN
                If (MapNpc(MapNpcNum).YOffset < PIC_Y / 2 * -1) Then Anim = 1
            Case DIR_LEFT
                If (MapNpc(MapNpcNum).XOffset < PIC_Y / 2) Then Anim = 1
            Case DIR_RIGHT
                If (MapNpc(MapNpcNum).XOffset < PIC_Y / 2 * -1) Then Anim = 1
        End Select
    Else
        If MapNpc(MapNpcNum).AttackTimer + 500 > GetTickCount Then
            Anim = 2
        End If
    End If
   
    ' Check to see if we want to stop making him attack
    If MapNpc(MapNpcNum).AttackTimer + 1000 < GetTickCount Then
        MapNpc(MapNpcNum).Attacking = 0
        MapNpc(MapNpcNum).AttackTimer = 0
    End If
   
    rec.top = Npc(MapNpc(MapNpcNum).Num).Sprite * PIC_Y
       
     rec.top = Npc(MapNpc(MapNpcNum).Num).Sprite * 64
     rec.Bottom = rec.top + 32
     rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64
     rec.Right = rec.Left + 64
 
     X = MapNpc(MapNpcNum).X * 32 + sx - 16 + MapNpc(MapNpcNum).XOffset
     Y = MapNpc(MapNpcNum).Y * 32 + sx - 32 + MapNpc(MapNpcNum).YOffset

     If Y < 0 Then
         rec.top = Npc(MapNpc(MapNpcNum).Num).Sprite * 64 + 32
         rec.Bottom = rec.top
         Y = MapNpc(MapNpcNum).YOffset + sx
     End If
     
     If X < 0 Then
         rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64 + 16
         rec.Right = rec.Left + 48
         X = MapNpc(MapNpcNum).XOffset + sx
     End If
     
     If X > MAX_MAPX * 32 Then
         rec.Left = (MapNpc(MapNpcNum).Dir * 3 + Anim) * 64
         rec.Right = rec.Left + 48
         X = MAX_MAPX * 32 + sx - 16 + MapNpc(MapNpcNum).XOffset
     End If

     Call DD_BackBuffer.BltFast(X - (NewPlayerX * PIC_X) - NewXOffset, Y - (NewPlayerY * PIC_Y) - NewYOffset, DD_SpriteSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)
End Sub


Now place this
Code:
' Blit out the npcs top
        For i = 1 To MAX_MAP_NPCS
             Call BltNpcTop(i)
        Next i

Under
Code:
' Blit out players
        For i = 1 To MAX_PLAYERS
            If IsPlaying(i) And GetPlayerMap(i) = GetPlayerMap(MyIndex) Then
                Call BltPlayer(i)
            End If
        Next i


Now, here is the weird part. For some reason while doing this the sprites when off the surface area. While on the max X they wouldnt blit. Sooo i could have; made the sprites into smaller surfaces such as nptopleft, npctopright etc or just increase the surface.
sooooo comment this out
Code:
'  .lWidth = (MAX_MAPX + 1) * PIC_X
       ' .lHeight = (MAX_MAPY + 1) * PIC_Y

and put this in its spot
Code:
.lWidth = (MAX_MAPX + 1) * PIC_X + 32
        .lHeight = (MAX_MAPY + 1) * PIC_Y + 32


alrighty this should be it all. if i miss anything post here or if theyre are bugs tell me and ill try to help


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 Post subject:
PostPosted: Mon Dec 11, 2006 2:26 pm 
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Joined: Wed Nov 29, 2006 11:25 pm
Posts: 860
Location: Ayer
This isn't even your code :evil:
Give credits to the owner of the source you ripped
this code from. Learn to how rip also your missing
some things like Public NewPlayerX as Long, etc.

:: Pando

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 Post subject:
PostPosted: Mon Dec 11, 2006 10:18 pm 
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ok relax, i didnt claim as my own and i dont know who made it. i found it in an old project so chill out


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 Post subject:
PostPosted: Mon Dec 11, 2006 10:21 pm 
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Posts: 2768
Location: Yorkshire, UK
Through-out the tutorial you speak as if you made it. Constantly 'I, I, I'.

If you don't know who made it, but you didn't, say so.


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 Post subject:
PostPosted: Mon Dec 11, 2006 11:26 pm 
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ok? the only time i said I was in the begining and this part
Now, here is the weird part. For some reason while doing this the sprites when off the surface area. While on the max X they wouldnt blit. Sooo i could have; made the sprites into smaller surfaces such as nptopleft, npctopright etc or just increase the surface.
sooooo comment this out
Code:
' .lWidth = (MAX_MAPX + 1) * PIC_X
' .lHeight = (MAX_MAPY + 1) * PIC_Y

and put this in its spot
Code:
.lWidth = (MAX_MAPX + 1) * PIC_X + 32
.lHeight = (MAX_MAPY + 1) * PIC_Y + 32


and that part i made up on my own so i dont know what your so worked up about


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 Post subject: Re: 64x64 Npcs
PostPosted: Tue Nov 02, 2021 9:10 am 
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 Post subject: Re: 64x64 Npcs
PostPosted: Fri Feb 18, 2022 2:30 am 
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 Post subject: Re: 64x64 Npcs
PostPosted: Tue Mar 15, 2022 11:55 pm 
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 Post subject: Re: 64x64 Npcs
PostPosted: Fri Sep 16, 2022 5:00 am 
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 Post subject: Re: 64x64 Npcs
PostPosted: Sun Nov 06, 2022 3:00 am 
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 Post subject: Re: 64x64 Npcs
PostPosted: Sun Feb 05, 2023 10:10 am 
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 Post subject: Re: 64x64 Npcs
PostPosted: Thu Mar 09, 2023 11:41 am 
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 Post subject: Re: 64x64 Npcs
PostPosted: Thu May 11, 2023 8:28 am 
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 Post subject: Re: 64x64 Npcs
PostPosted: Fri Jun 16, 2023 11:24 pm 
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