From: Jeff Farris Newsgroups: comp.os.msdos.djgpp Subject: Re: Sprite Movement? Date: Wed, 25 Feb 1998 21:01:47 -0500 Organization: The Ohio State University Dept. of Computer and Info. Science Lines: 29 Sender: farris AT ppp142 DOT dialup DOT cmh DOT netset DOT com Message-ID: <34F4CD0B.16FC093C@osu.edu> References: <01bd3b48$585cc200$4951dece AT stachowiak> NNTP-Posting-Host: ppp142.dialup.cmh.netset.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk I'm no expert, but I was messing around with something similar and made a large, screen-sized "background" sprite that was basically the scene with none of the "upper-layer" sprites on it. To move a single sprite, just blit out the existing sprite on the screen with that particular rectangle from the backgound sprite, which leaves you an unmolested scene with which to re-blit the new sprite. Its entirely possible there are better ways, but it worked...:) Jeff Helix wrote: > > Ok, lets see how accuratly I can describe this. > > The problem is movement, when the character moves from one tile to the next > he still appears on the previous tile. Now normaly you would simply redraw > the previous tile over the character, I'm however constrained in that > respect. What I would need would be a method of "deleting" the previous > character without messing up the rest of the terrain, or maybe something > like a function that makes the previous bitmap or sprite transparent. > Color mode is 256 colours. > > I've been at this for a long time and I would appreciate any help in this > respect. > > My e-mail address is maciek AT compmore DOT net >