From: krugman AT nospam DOT demon DOT co DOT uk (Kevin) Newsgroups: comp.os.msdos.djgpp Subject: Re: animation question Date: Tue, 09 Mar 1999 22:33:02 GMT Message-ID: <36e5a09b.8933871@158.152.254.68> References: <152025CEF5220CB5 DOT 90226E0BA58BCA7A DOT 49313DA9A036C58F AT library-proxy DOT airnews DOT net> NNTP-Posting-Host: reality-bytes.demon.co.uk X-NNTP-Posting-Host: reality-bytes.demon.co.uk:212.228.30.60 X-Trace: news.demon.co.uk 921018762 nnrp-04:20184 NO-IDENT reality-bytes.demon.co.uk:212.228.30.60 X-Complaints-To: abuse AT demon DOT net X-Newsreader: Forte Agent 1.5/32.451 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 33 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com On Thu, 04 Mar 1999 01:38:56 +0000, Matthew Heyman wrote: >I was wondering what the best idea anyone has come up with refering to >continuous animation, meaning the object is always switching through X >number of frames. I was thinking of making an array of the various >bitmaps. Any better ideas? > >Matthew Heyman Hi Matthew, I use allegro and find that because of the way the bitmap blitting commands work, it is very handy to have all the frames for a particular animated sprite in one bitmap. if each frame is kept the same size, one can use a mathematical equation to find the position of the next frame, although a lookup table would probably be quicker, I tend to hard code frame positions in to the sprites structure if there aren't too many frames. Kevin. If you wish to Email or ICQ me, use kevin AT reality-bytes DOT demon DOT co DOT uk or 25646989 Can you tell what it is yet?