Now for the bad question ... ...

Yes, as soon as I can compile it correctly with TailBite.IS there any way not to require a DLL file?
The EXE wouldn't be that huge, it will be probably a bit bigger than with the normal Libraries.I understand it would make the EXE huge as hell
The others should be at least as fast as the dx7 commands.TransparentSpriteColor()
UseBuffer()
GrabSprite()
CopySprite()
CreateSprite()
I will have a look.I can move around the mouse, but no clicks will be recognized and I can't exit using the keyboard by pressing ESC.
Sorry, OGRE is not planed for now, I think I would need Freds help for this.I can't mix Ogre-Graphics with your Sprite-Lib. At the moment I use the skybox as background in my game.
Code: Select all
IngameLoop:
Repeat
Screen3DEvents()
ClearScreen(RGB(0,0,0))
StartDrawing(ScreenOutput())
DrawingMode(1)
If StarField
Gosub DoStarField
EndIf
StopDrawing()
Gosub DrawPanel
UseBuffer(#PlayFieldID)
Gosub CheckMouse
Gosub DrawLevel
OldViewPortX = ViewPortX
OldViewPortY = ViewPortY
Select CursorMode
Case 0
Gosub MoveCursor
Case 1
Gosub OrbSelected
Gosub AnimOrb
Case 2
Gosub MoveOrb
Gosub AnimOrb
Case 3
Gosub SpecialEffect
If EffectNumber <OrbDeath> #Levels-1
NewLevel = #Levels-1
EndIf
Gosub InitFadeOut
ElseIf KeyboardReleased(#PB_Key_Down)
If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift)
NewLevel = Level - 10
Else
NewLevel = Level - 1
EndIf
If NewLevel < 0
NewLevel = 0
EndIf
Gosub InitFadeOut
ElseIf KeyboardReleased (#PB_Key_Space)
Gosub InitFadeOut
EndIf
EndIf
If OrbsLeft = 0
NewLevel = Level + 1
If NewLevel = #Levels
NewLevel = 0
EndIf
Gosub InitFadeOut
OrbsLeft = 1
EndIf
UseBuffer(#PB_Default)
ClipSprite(#PlayFieldID, OldViewPortX, OldViewPortY, ViewPortSizeX, ViewPortSizeY)
DisplayTransparentSprite(#PlayFieldID, ScreenOffsetX, ScreenOffsetY)
Gosub DrawBorder
If KeyboardReleased(#PB_Key_S)
SaveScreen()
EndIf
Select CursorMode
Case 4
Gosub DisplayFadeIn
Case 5
Gosub DisplayFadeOut
EndSelect
Screen3DStats()
FlipBuffers(1)
Until KeyboardReleased(#PB_Key_Escape)
Return
Are you sure, here it seems to work. Can you test again ?I can move around the mouse, but no clicks will be recognized and I can't exit using the keyboard by pressing ESC.
Sorry, at the moment I don't know how to improve the performance of this.Yes, I use Usebuffer 2 times in the mainloop.
Yes, they are only there that the PB Compiler don't use the normal libs. All commands are in the Sprite-Lib.When I extracted the file, only the Screen and Sprite libraries under userlibs have any data in them, Everything else is zero bytes.
Yes, as soon as the Lib works more stable.Also, any chance to remove that annoying popup on use of the sub system? lol.
No, because it should work the same way as with DX7.Another quick question .. ... Can we create a 3d sprite w/o a 2d sprite as there is no longer directdraw?