| Class Tmultiple_bitmap (unit Gameform) |
TObject
all the objects are created at startup, none are created or destroyed during play - changes are made to images etc by changing pointers or rects
| Constructors |
constructor Create(abitmap:TRect; numimages,rate:integer);| Functions |
function animateimage : boolean;
procedure animation_backwards;
procedure animation_forwards;
destructor Destroy;
procedure imagerect(imagenum:integer; var arect:TRect);
procedure SetBitmap(abitmap:TRect; numimages,rate:integer);| Properties |
| Events |
| Variables |
anim_counter : integer;
anim_dir : integer;
anim_pos : integer;
anim_rate : integer;
image : TRect;
imageheight : integer;
imagerects : PRectArray;
images : integer;
imagesm1 : integer;
imagewidth : integer;| Constructors |
constructor Create(abitmap:TRect; numimages,rate:integer);---------------------------------------------------------------------------- } { Multiple Bitmap } { ----------------------------------------------------------------------------
| Functions |
function animateimage : boolean;
procedure animation_backwards;
procedure animation_forwards;this function returns true normally, but false after last image useful for finding out when the explosion sequence has finished
destructor Destroy;
procedure imagerect(imagenum:integer; var arect:TRect);create an array of TRects with all the squares set up before hand then we can access them as quick as possible when drawing
procedure SetBitmap(abitmap:TRect; numimages,rate:integer);| Properties |
| Events |
| Variables |
anim_counter : integer;
anim_dir : integer;
anim_pos : integer;
anim_rate : integer;
image : TRect;
imageheight : integer;
imagerects : PRectArray;
images : integer;
imagesm1 : integer;
imagewidth : integer;