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Tile based game?

Started by PepsiPlease May 27, 2002 at 10:07 PM 8 replies 400+ views
Original Post
PepsiPlease
PepsiPlease
Ok, I have made a very small tile based map with help from the tutorials on this page and nehe, but when I try and compile it, all I see is a white square on the screen. Here is the code...
    #include <windows.h>		
#include <gl\gl.h>			
#include <gl\glu.h>
#include <gl\glaux.h>
#include <stdio.h>		

HDC			hDC=NULL;		
HGLRC		hRC=NULL;		
HWND		hWnd=NULL;		
HINSTANCE	hInstance;		
bool	keys[256];			
bool	active=TRUE;		
bool	fullscreen=TRUE;


#define MAP_SIZEX 10
#define MAP_SIZEY 10

GLuint texture[2];

char map[10][10] = {
  {1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
  {1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};




LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)	
{
	if (height==0)										
	{
		height=1;						}

	glViewport(0,0,width,height);						

	glMatrixMode(GL_PROJECTION);						
	glLoadIdentity();									

	
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							
	glLoadIdentity();									
}

AUX_RGBImageRec *loadbmp(char *filename)
{
  FILE *file = NULL;

  if (!filename)
    return NULL;

  file = fopen(filename, "r");

  if (file)
  {
    fclose(file);
    return auxDIBImageLoad(filename);
  }

  return NULL;
}



int load_gl_textures()
{
  AUX_RGBImageRec *TextureImage[2];

  memset(TextureImage,0,sizeof(void *)*1);

  TextureImage[0] = loadbmp("cement.bmp");
  TextureImage[1] = loadbmp("5.bmp");

  glGenTextures(2, &texture[0]); // We are generating two textures


  glBindTexture(GL_TEXTURE_2D, texture[0]);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX,
               TextureImage[0]->sizeY, 0, GL_RGB,
               GL_UNSIGNED_BYTE, TextureImage[0]->data);

  glBindTexture(GL_TEXTURE_2D, texture[1]);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[1]->sizeX,
               TextureImage[1]->sizeY, 0, GL_RGB,
               GL_UNSIGNED_BYTE, TextureImage[1]->data);
	for (int t = 0; t < 2; t++)
	{
		if (TextureImage[t])
		{
		if (TextureImage[t]->data)
		{
			free(TextureImage[t]->data);
		}

		free(TextureImage[t]);
		}
	}

  return(1);
}


int draw_tiles(GLvoid)
{
	int tile;
	for (int y = 0; y < MAP_SIZEY; y++)
	{
		for (int x = 0; x < MAP_SIZEX; x++)
		{
		tile = map[y][x];
		glBindTexture(GL_TEXTURE_2D, texture[tile]);
		

		glBegin(GL_QUADS);

    glTexCoord2f(0.0f, 0.0f); glVertex3f(float(x), float(y), 0.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f(float(x + 1), float(y), 0.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f(float(x + 1), float(y + 1), 0.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(float(x), float(y + 1), 0.0f);
    glEnd();

    }
  }

  return (1);
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here

{
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading

	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background

	glClearDepth(1.0f);									// Depth Buffer Setup

	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing

	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do

	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations

	return TRUE;										// Initialization Went OK

}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing

{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	gluLookAt(10.0f, 8.0f, 20.0f, 10.0f, 8.0f, 0.0f, 0.0f, 1.0f, 0.0f);									
	draw_tiles();
	return TRUE;
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window

{
	if (fullscreen)										// Are We In Fullscreen Mode?

	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop

		ShowCursor(TRUE);								// Show Mouse Pointer

	}

	if (hRC)											// Do We Have A Rendering Context?

	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?

		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?

		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL

	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC

	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL

	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?

	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL

	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class

	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL

	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match

	WNDCLASS	wc;						// Windows Class Structure

	DWORD		dwExStyle;				// Window Extended Style

	DWORD		dwStyle;				// Window Style

	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values

	WindowRect.left=(long)0;			// Set Left Value To 0

	WindowRect.right=(long)width;		// Set Right Value To Requested Width

	WindowRect.top=(long)0;				// Set Top Value To 0

	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height


	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag


	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window

	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.

	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages

	wc.cbClsExtra		= 0;									// No Extra Window Data

	wc.cbWndExtra		= 0;									// No Extra Window Data

	wc.hInstance		= hInstance;							// Set The Instance

	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon

	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer

	wc.hbrBackground	= NULL;									// No Background Required For GL

	wc.lpszMenuName		= NULL;									// We Don't Want A Menu

	wc.lpszClassName	= "OpenGL";								// Set The Class Name


	if (!RegisterClass(&wc))									// Attempt To Register The Window Class

	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE

	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?

	{
		DEVMODE dmScreenSettings;								// Device Mode

		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared

		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure

		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width

		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height

		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel

		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.

		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.

			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE

			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.

				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE

			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?

	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style

		dwStyle=WS_POPUP;										// Windows Style

		ShowCursor(FALSE);										// Hide Mouse Pointer

	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style

		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style

	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size


	// Create The Window

	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window

								"OpenGL",							// Class Name

								title,								// Window Title

								dwStyle |							// Defined Window Style

								WS_CLIPSIBLINGS |					// Required Window Style

								WS_CLIPCHILDREN,					// Required Window Style

								0, 0,								// Window Position

								WindowRect.right-WindowRect.left,	// Calculate Window Width

								WindowRect.bottom-WindowRect.top,	// Calculate Window Height

								NULL,								// No Parent Window

								NULL,								// No Menu

								hInstance,							// Instance

								NULL)))								// Dont Pass Anything To WM_CREATE

	{
		KillGLWindow();								// Reset The Display

		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE

	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be

	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor

		1,											// Version Number

		PFD_DRAW_TO_WINDOW |						// Format Must Support Window

		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL

		PFD_DOUBLEBUFFER,							// Must Support Double Buffering

		PFD_TYPE_RGBA,								// Request An RGBA Format

		bits,										// Select Our Color Depth

		0, 0, 0, 0, 0, 0,							// Color Bits Ignored

		0,											// No Alpha Buffer

		0,											// Shift Bit Ignored

		0,											// No Accumulation Buffer

		0, 0, 0, 0,									// Accumulation Bits Ignored

		16,											// 16Bit Z-Buffer (Depth Buffer)  

		0,											// No Stencil Buffer

		0,											// No Auxiliary Buffer

		PFD_MAIN_PLANE,								// Main Drawing Layer

		0,											// Reserved

		0, 0, 0										// Layer Masks Ignored

	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?

	{
		KillGLWindow();								// Reset The Display

		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE

	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?

	{
		KillGLWindow();								// Reset The Display

		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE

	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?

	{
		KillGLWindow();								// Reset The Display

		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE

	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?

	{
		KillGLWindow();								// Reset The Display

		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE

	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context

	{
		KillGLWindow();								// Reset The Display

		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE

	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window

	SetForegroundWindow(hWnd);						// Slightly Higher Priority

	SetFocus(hWnd);									// Sets Keyboard Focus To The Window

	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen


	if (!InitGL())									// Initialize Our Newly Created GL Window

	{
		KillGLWindow();								// Reset The Display

		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE

	}

	return TRUE;									// Success

}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window

							UINT	uMsg,			// Message For This Window

							WPARAM	wParam,			// Additional Message Information

							LPARAM	lParam)			// Additional Message Information

{
	switch (uMsg)									// Check For Windows Messages

	{
		case WM_ACTIVATE:							// Watch For Window Activate Message

		{
			if (!HIWORD(wParam))					// Check Minimization State

			{
				active=TRUE;						// Program Is Active

			}
			else
			{
				active=FALSE;						// Program Is No Longer Active

			}

			return 0;								// Return To The Message Loop

		}

		case WM_SYSCOMMAND:							// Intercept System Commands

		{
			switch (wParam)							// Check System Calls

			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?

				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?

				return 0;							// Prevent From Happening

			}
			break;									// Exit

		}

		case WM_CLOSE:								// Did We Receive A Close Message?

		{
			PostQuitMessage(0);						// Send A Quit Message

			return 0;								// Jump Back

		}

		case WM_KEYDOWN:							// Is A Key Being Held Down?

		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE

			return 0;								// Jump Back

		}

		case WM_KEYUP:								// Has A Key Been Released?

		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE

			return 0;								// Jump Back

		}

		case WM_SIZE:								// Resize The OpenGL Window

		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height

			return 0;								// Jump Back

		}
	}

	// Pass All Unhandled Messages To DefWindowProc

	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance

					HINSTANCE	hPrevInstance,		// Previous Instance

					LPSTR		lpCmdLine,			// Command Line Parameters

					int			nCmdShow)			// Window Show State

{
	MSG		msg;									// Windows Message Structure

	BOOL	done=FALSE;								// Bool Variable To Exit Loop


	// Ask The User Which Screen Mode They Prefer

	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode

	}

	// Create Our OpenGL Window

	if (!CreateGLWindow("Wallz n' Ballz",640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created

	}

	while(!done)									// Loop That Runs While done=FALSE

	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?

		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?

			{
				done=TRUE;							// If So done=TRUE

			}
			else									// If Not, Deal With Window Messages

			{
				TranslateMessage(&msg);				// Translate The Message

				DispatchMessage(&msg);				// Dispatch The Message

			}
		}
		else										// If There Are No Messages

		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()

			if (active)								// Program Active?

			{
				if (keys[VK_ESCAPE])				// Was ESC Pressed?

				{
					done=TRUE;						// ESC Signalled A Quit

				}
				else								// Not Time To Quit, Update Screen

				{
					DrawGLScene();					// Draw The Scene

					SwapBuffers(hDC);				// Swap Buffers (Double Buffering)

				}
			}

			if (keys[VK_F1])						// Is F1 Being Pressed?

			{
				keys[VK_F1]=FALSE;					// If So Make Key FALSE

				KillGLWindow();						// Kill Our Current Window

				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode

				// Recreate Our OpenGL Window

				if (!CreateGLWindow("Wallz n' Ballz",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created

				}
			}
		}
	}

	// Shutdown

	KillGLWindow();									// Kill The Window

	return (msg.wParam);							// Exit The Program

}




  
Please tell me if I made mistakes in my code. Thanks [edited by - PepsiPlease on May 27, 2002 11:10:27 PM]
Alimonster
Alimonster
There are no mistakes in your code. You have to link to certain libraries. You can add them in the project->settings->link page or you can add the following lines at the start of the program. It compiles fine afterwards:

#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "glaux.lib")

EDIT: Doh! Sounds like you've already got past that stage. Please ignore this post, and sorry if it sounds patronising - I'm too tired...

[edited by - Alimonster on May 27, 2002 11:27:22 PM]
Dhennos
Dhennos
I think you forgot to enable the textures with

glEnable(GL_TEXTURE_2D);
Dhennos
Dhennos
I think you forgot to enable the textures with


glEnable(GL_TEXTURES_2D);
PepsiPlease
PepsiPlease
Ah, yes, it works now. I also forgot the

if(!load_gl_textures)
{
return FALSE;
}


One thing I want to ask now is how do you load this code from a file.

What I mean is, say you have a txt file with the...

char map[10][10] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},

}


...code in it. What do you need to add in order to find each level from a file?


Thanks a lot for your help.

masterg
masterg
There are a few decent tutorials on fileloading, but nonetheless I''m going to share a tint of knowledge on the subject, related to what you are doing, because it was very helpful when others did for me I''m going to be using "c" code, here, loading from a .txt file

Creater a file pointer to load in the file using fopen()

char *pfile; // file pointer = ex. map.txt
ex. FILE *f = fopen(pfile, "rt");

then do error checking on the file

You should have a variable to store the # of tiles, then scan that number in from the file
ex. fscanf(f, "%i\n", &iNumtiles);

then loop through the number of tiles and store the values in the code''s variables.
ex.
for (int i=0; i{ fscanf(f, %i %i\n", &Maparray.TileID, ⤅[i].Type);
}


Now you have the values of the corresponding texture and if that tile is walkable, etc... (TileID & Type)

Here''s an example of a .txt file
1600 // number of tiles

0 0 // 2 values - first = tileID, second = type
0 1
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
masterghttp:/masterg.andyc.org
PepsiPlease
PepsiPlease
Ok, as of right now, all I have is this...


  #include <windows.h>		
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include <stdio.h>

HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;

bool keys[256];
bool active=TRUE;
bool fullscreen=TRUE;


#define MAP_SIZEX 10
#define MAP_SIZEY 10


GLuint texture[2];


struct TILE
{
unsigned char ID;
unsigned char Type;
}

TILE t[5];

bool LoadMap(char * szFile)
{
int iNumTiles;
FILE * f=fopen(szfile, "rt");

fscanf(f, "%i\n", &iNumtiles);
for(int i = 0; i < iNumTiles; i++)
{
fscanf(f, "%i %i\n", &t.ID, &t[i].Type);
}
return TRUE;
}



LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);

//And the rest of the code.....





so, now what do I need to add?

Thanks
tarun713
tarun713
if I may make a suggestion - inside your draw tiles function you declare an int tile. i advise you declare this as a global variable, because if you keep it local to that function, every time you go through the loop your code will eat up 4 more bytes.
Martee
Martee
quote:
Original post by tarun713
if you keep it local to that function, every time you go through the loop your code will eat up 4 more bytes.

Um ... no it won''t.
ReactOS - an Open-source operating system compatible with Windows NT apps and drivers
tarun713
tarun713
doesn't it instantiate more memory for that variable each time through the loop?

EDIT: If not, at the least it somewhat inefficient.

Also, your tile engine draws your tiles mirrored horizontally. You cannot tell right now because your test coordinates are symmetrical. add a few random 1's in there and you'll see what I mean.

[edited by - tarun713 on May 28, 2002 10:06:51 PM]

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