Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
41 lines
1.3 KiB
Plaintext
41 lines
1.3 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Sample Name: SpriteAnimate Sample
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//
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//-----------------------------------------------------------------------------
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Description
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===========
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SpriteAnimate demonstrates a simple technique to animate DirectDraw surfaces.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DDraw\SpriteAnimate
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Executable: DXSDK\Samples\Multimedia\DDraw\Bin
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User's Guide
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============
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SpriteAnimate requires no user input. Press the ESC key to quit the program.
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Programming Notes
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=================
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For details on how to setup a full-screen DirectDraw app, see the FullScreenMode
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sample.
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One simple method to animate sprites in DirectDraw is author a single bitmap
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file to contain many frames of animation. The program then stores the current frame
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indicator in each sprite's state. From this current frame indicator, it can
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progmatically derive a src rect that encompasses only a single frame
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of animation in the off-screen plain surface. The rect then is blited from the
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off-screen plain surface to the back buffer.
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InitDirectDraw() in the sample shows how to build an cached array of these source rects.
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DisplayFrame() then access this array based on each sprite's current frame.
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