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Text File  |  1993-01-24  |  1.4 KB  |  34 lines

  1. Newsgroups: comp.sys.mac.programmer
  2. Path: sparky!uunet!spool.mu.edu!sgiblab!cs.uoregon.edu!mystix.cs.uoregon.edu!mkelly
  3. From: mkelly@mystix.cs.uoregon.edu (Michael A. Kelly)
  4. Subject: Re: Arcade-style animation...
  5. Message-ID: <1993Jan23.222607.13981@cs.uoregon.edu>
  6. Sender: news@cs.uoregon.edu (Netnews Owner)
  7. Organization: High Risk Ventures
  8. References: <1993Jan23.014127.5750@cs.ucla.edu>
  9. Date: Sat, 23 Jan 1993 22:26:07 GMT
  10. Lines: 22
  11.  
  12. In article <1993Jan23.014127.5750@cs.ucla.edu> tj@kona.cs.ucla.edu (Tom Johnson) writes:
  13. >It looks like drawing directly to the window's pix map will be required.
  14.  
  15. Yep.  And you'll have to write it in assembly.
  16.  
  17. >But!  If I'm drawing directly to the screen, how do I handle the
  18. >"EraseSprite()" function?  Since I want to support a complex color
  19. >background (ie a 256 color pict, not just a black bacground with a few
  20. >stars like most other games I've seen), I need to restore the old location
  21. >of the sprite.                                                
  22.  
  23. You'll have to keep a copy of your background in another offscreen pixmap,
  24. and copy the appropriate pixels from there to erase each sprite.
  25.  
  26. Later,
  27.  
  28. Mike.
  29. -- 
  30. _____________________________________________________________________________
  31. Michael A. Kelly                                               Senior Partner
  32. mkelly@cs.uoregon.edu                                      High Risk Ventures
  33. _____________________________________________________________________________
  34.