Message-ID: <005f01b9f473$633a97c0$4af9c6c3@johans-dator> From: "Johan Henriksson" To: Subject: Re: Scrolling Text with Allegro 3.1 Date: Fri, 17 Mar 1995 15:28:33 +0100 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Reply-To: djgpp AT delorie DOT com from Johan Henriksson, Sweden HTTP://come.to/jhewok | Primary mail: johan DOT he AT telia DOT com #UIN 12035895 Second: jhe75 AT hotmail DOT com Third: johan_he AT yahoo DOT com Leadprogrammer and FX-specialist at Real software http://come.to/real_software ************************************************************************* -----Original Message----- From: Stefan Viljoen Newsgroups: comp.os.msdos.djgpp To: djgpp AT delorie DOT com Date: Wednesday, March 17, 1999 5:16 AM Subject: Re: Scrolling Text with Allegro 3.1 >> Jon DeMarks wrote in message <36E989ED DOT 83142786 AT fuse DOT net>... >> >How can I get the text to scroll for my game, here is my function thus >> >far: >> > >> >void print_str(char *str) { char *c; int i,x; i=0; x=10; >> >if(!str[0]) return; do { c=str[i]; textout(text_layer,font,c,x,10,15); >> >animate_layers(); x=x+8; i++; } while(str[i]!=0); } >> > >> >any suggestions? > >Use "sliding" bitmaps - that is how I did it. You put the text on one, the >background it is to be animated over in another, with a third "master" >bitmap holding the background. Then > >1) Draw the text on the temporary text bitmap. >2) Blit this to the slider bitmap. >2) Blit slider to screen in a certain x position, increment the x when done >to get movement. >3) Erase the slider bitmap from the master bitmap >4) Repeat from 2 hm.. Wouldn't this be quite slow? Espeically with masked_blit... > >If you do not catch it mail me - I have working code that does exactly >this. > > >-- >Spawned By Rylan >Rylan AT intekom DOT co DOT za >http://home.intekom.com/rylan/ > >Power Overwhelming >