Computer Science Canada

Sprites in Turing 4.0.5!!!

Author:  DemiBlitz [ Sun Nov 20, 2005 1:42 pm ]
Post subject:  Sprites in Turing 4.0.5!!!

Yes that is right, I have version 4.0.5 of turing which allows you to use the Sprite commands, anyway...
I need some help figuring these commands out, this is what I have so far...

%No Comments on Test Program.
setscreen ("graphics:800;600")

var BackGround : int
var BGSprite : int

BackGround := Pic.FileNew ("x800600grass.bmp")

BGSprite := Sprite.New (BackGround)

Sprite.SetHeight (BGSprite, 1)
Sprite.SetPosition (BGSprite, 0, 0, true)

Sprite.Show (BGSprite)

Am I missing somthing?

Author:  ZeroPaladn [ Mon Nov 21, 2005 10:02 am ]
Post subject: 

have you tried checking the help file (just hit F9 and type in sprite). I personnaly dont understand this new "sprite" stuff myself. I'd rather jsut stick with the Pic module.

Author:  Tony [ Mon Nov 21, 2005 10:38 am ]
Post subject: 

I think HoltSoft broke Sprites in 4.0.x

There was a way to repair/write your own module. Something along the lines of DanSprite, though it appears to be missing since we changed servers. You could PM Dan about that.

Author:  DemiBlitz [ Mon Nov 21, 2005 2:48 pm ]
Post subject: 

Nevermind, I figured this out, Though it says the sprite commands are active, they are gay and don't work lol, back to 3.1.1 I go!

Author:  Dan [ Mon Nov 21, 2005 5:18 pm ]
Post subject: 

Sigh, DanSprites, i am glad it dispared.

Any how you do not need sprites in turing 4.x. insted you can uses view update and double buffering techneaks to do it in a much better way. This is alot more like how it whould be done in real life progaming.

I blive there are some tuturals posted about how to do it this way.

Author:  codemage [ Tue Nov 22, 2005 8:26 am ]
Post subject: 

You can use the BSprite module, which isn't too far off the old DanSprite.