Archive for June, 2005
4E4: holy crap!
Well, I made that “Post Yer Screenshots” thread to get a peek at what everyone else has done so far.
AND HOLY CRAP! There are some insane things already in the works. I can’t wait for the contest to finish so I can see all these games in action – the competition is proving to be pretty fierce.
If you have screenshots from your 4E4 entry and have yet to share them, please post in that thread! I want to see the uber awesomeness that everyone else is making ^_^
Now my stuff really looks like crap 
hitlar!
:=)
8 comments(Untitled)
Might as well post a class I wrote today (pseudocode)
struct cUnitType { /////////// // STATS // /////////// int stat_maxHP; struct cAttack { int m_Power, m_RangeMin, m_RangeMax, m_Accuracy; } stat_Attack1, stat_Attack2; int stat_Armor, stat_RArmor; int stat_Evasion, stat_Stealth; int stat_Speed, stat_LOD; int stat_MaxGarrison; std::vector<cUnitType*> stat_Buildables; //////////////////// // ANIMATION DATA // //////////////////// // Struct to store each animation. struct cAnimation { std::string ID; // animation ID. cSDLSurface* surf; // surface which contains the animation // Struct which contains the frames for an orientation struct cOrien { // Struct to store each frame struct cFrame { int t_x; int t_y; // Texture coordinates XY int t_w; int t_h; // Texture dimensions int m_Duration; // time duration of the frame }; ORIENTATION m_Facing; // the orientation std::vector<cFrame> m_Frames; // frame data }; // vector to hold all of the different orientations of the animation std::vector<cOrien> m_Orientations; }; // vector which holds all the animations for the unit. std::vector<cAnimation>; };
Just to prove I am still working. 
4E4RTS: Spriting
Attempted to make a rice field sprite, as suggested:

It came out okay, I think. I’ll let you decide. It kind of needs to be bigger.
4 comments4E4RTS: Coding gone wrong
Okay, I’m running into some problems with this newly refactored map class; well, its pretty much the optimized render function.
I’m banging my head against a cement wall as I’m writing this
virtual void render(SDL_Surface* screen) { for(int offsetX = (int)(m_offX / m_Objs.begin()->t_w); offsetX*m_Objs.begin()->t_w < m_cullX; offsetX++) { if (offsetX > m_rows || offsetX < 0) continue; for (int offsetY = (int)(m_offY / m_Objs.begin()->t_h); offsetY*m_Objs.begin()->t_h < m_cullY; offsetY++) { if (offsetY > m_TileAtY || offsetY < 0) continue; std::vector<cTile>::iterator i = &m_Objs[offsetY*m_rows+offsetX]; desRect.x = offsetX * m_Objs.begin()->t_w + m_offX; desRect.y = offsetY * m_Objs.begin()->t_h + m_offY; srcRect.x = i->t_x; srcRect.y = i->t_y; srcRect.w = i->t_w; srcRect.h = i->t_h; SDL_BlitSurface(i->surf->surf,&srcRect,screen,&desRect); } } }
Funnily enough, its doing weird stuff with the culling. As in, not what its supposed to be doing. Still trying to figure out what the hell I did last night. Grrr….
