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Mail Archives: djgpp/2000/02/27/16:45:37

From: "Kermit" <pkermit AT hotmail DOT com>
Newsgroups: comp.os.msdos.djgpp
Subject: Allegro: Many things happening at various speeds.
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Message-ID: <WAgu4.387$i3.20823@news0.mobilixnet.dk>
Date: Sun, 27 Feb 2000 22:26:53 +0100
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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

Hi...

Please tell me, if I am on the "right track"...

I am doing a game, using Allegro and DJGPP.
Now, I have come to the point, where I must decide how to update the my
playing screen.
I though of doing as follows (it's written in pseudo-C++... :o)):

Ah... before I begin - I have installed a timer (install_timer) which
activates a function at a certain interval increasing a number, gameCounter
(Long-value).

okay... here goes:

 BITMAP *bmp1, *bmp2;

 load_picture( "niceBackgroundImageOfPlanets.bmp", bmp1 );

 while ( notDead )
 {
   if ( gameCounter % 100 == 0 )
   {
     move_ship();
     check_for_collision();
   }
   if ( gameCounter % 10 == 0 )
     move_stars();

   if ( gameCounter % 50 == 0 )
     move_rock();

   blit( bmp1, bmp2, 0, 0, 0, 0, 640, 480 );

   ship.putSprite (  x,  y, bmp2 ); // My own sprite-class
   stars.putSprite( xs, ys, bmp2 );
   rock.putSprite ( xr, yr, bmp2 );

   show_mouse(NULL);
   blit( bmp2, screen, 0, 0, 0, 0, 640, 480 );
   show_mouse(screen);
 }

Could someone please tell me, if that's the best way of doing it?
I tried doing a few small tests with it and it seemed that mouse-pointer
flickered even though I used the show_mouse(NULL) before updating the screen
(That was in 320x200).

Kermit




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