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From: | "Todorovic" <todorus AT eunet DOT yu> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: allegro |
Date: | Thu, 6 Jan 2000 23:44:42 +0100 |
Organization: | Public news server of EUnet Yugoslavia |
Lines: | 33 |
Message-ID: | <853d02$cbh$3@SOLAIR2.EUnet.yu> |
References: | <OCMb4.65$Va DOT 1217 AT weber DOT videotron DOT net> <NESb4.536$Va DOT 12631 AT weber DOT videotron DOT net> |
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To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Reply-To: | djgpp AT delorie DOT com |
> Well that's not exactly what I mean. > The real purpose behind this is I want to draw a square > ( it will be 20 X 20 bmp 20X20 so 400 by 400) > each bmp will have a height, a design number, if there's an object on it or > not... > so lots of calculation and drawing so I need it to be fast. > > would there be a faster way? cause I can't use only 5 fps and with all the > object, it will be like 2 or 3! This could give you some idea: struct OBJECT { int x, y; // Position on screen BITMAP *objbmp; // Bitmap for this object } object[20][20]; void draw_screen(BITMAP *bmp) { int i, j; blit(background_bmp, bmp, 0, 0, 0, 0, SCREEN_W, SCREEN_H); for (i = 0; i < 20; i++) for (j = 0; j < 20; j++) blit(object[i][j].bmp, bmp, 0, 0, object[i][j].x, object[i][j].y, object[i][j].objbmp->w, object[i][j].objbmp->h); } Alexa
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