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Changed Orientation

Posted: 03 Jun 2004, 21:42
by natsuki
noticed the y orientation (-y going up, +y down) but in ro it is (+y going up -y down) when going up y should increase but the reason why it is not that way was allegros form of drawing graphics taking upperleft as 0,0 so x is correct (-x0+x) but y is (-y0+y) contrary to ro view (as what i know) it can be something like:
allegro but ro is
(0,0)
-y +y
-x 0 +x -x 0 +x
+y -y
(0,0)

so all further graphics will look v flipped, the player is not much affected as it is the focus, but all others are

so now it draws it like implementing a v flip to make it look roish and also movement is changed too for the 'flip' to be followed correctly by the server^^

hope it helps, as what i know thats how ro works also the server

Posted: 03 Jun 2004, 23:34
by natsuki

Posted: 04 Jun 2004, 15:21
by ElvenProgrammer
Yeah I noticed that when implementing the walking routines, but I didnt think was a problem, it's only a diferent point of view... also the server will use the old coodinates to move but if you like it I'll keep your code.

Posted: 04 Jun 2004, 16:56
by natsuki
the player not much problem, it not noticeable
but npcs are, they look v flipped especially if they are many and form patterns, so it quite confusing where the correct position of npcs

Posted: 04 Jun 2004, 17:37
by natsuki
did not notice there should be a change in the map blitting too

i might try to fix it later, but if someone can it nice^^

Posted: 04 Jun 2004, 17:49
by ElvenProgrammer
I'm sorry nat but I don't agree with you because also npcs have their coords (the tile they stands on) that don't change wherever you look from, so I won't change the orientation until I find the evidence that is really necessary because in the way you coded also the keys are inverted... :D

Posted: 04 Jun 2004, 18:05
by natsuki
it would seem like that because the map blitting too is -y0+y that's why
it dont follow the changed orientation of y yet so it counters the coordinates