From: ChrHenz AT aol DOT com Message-ID: <151aff3d.34eb6c36@aol.com> Date: Wed, 18 Feb 1998 18:18:12 EST To: marko DOT aalto AT teamw DOT com Cc: djgpp AT delorie DOT com Mime-Version: 1.0 Subject: Re: Using sprites with allegro Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7bit Precedence: bulk >Hi, >I'm quite new programming in djgpp using allegro, but I have programmed >in C for years, and back in the old days (= 80's), using basic and >C64/Amiga, I used to develop games for my own amusement. >Because C64/Amiga had sprites, the game programming with them was quite >easy. Especially, moving sprites across the screen without erasing the >background was easy. >But, how do you do the same with allegro? I noticed that it has >functions for putting sprite (or bitmap) to screen, rotating them etc., >but what is the basic principle of moving them without erasing the >background by using allegro? I guess I should use temporary bitmaps to >store the background before I blit the sprite to screen or something... >So, any information regarding this would be appreciated! The easiest way to do it is to have a virtual screen where you blit the background graphics. After that you draw the sprites and then blit the virtual screen to the physical screen. This means you have to re-draw everything on the screen as soon as something moves, but without sprite-supporting hardware this seems to be the best way to do it. Check out the example progs in Allegro(there is one about double buffering and page-flipping) to find out about how it can be done on the PC. Christian. (b.t.w. AMOS-Basic for the Amiga was _really_ cool... I mean programming smooth games with funky animations, sound & music in an interpreted language on a computer with less than 10 MHz !!! Those were the days... [sniff] )