And also when I use transparent images it is SLOWER, a lot, drops from any high-end fps to like 30-40fps
Also does it seem slighly clucky, or flickery, i have buffering of course, but just SLIGHTLY?
Please someone help me, by running my source code and giving me recommendations, or change it and send it to me. It would be greatly apprecieated, and I'm sorry but im kinda noob at these things, but I promise ill get better if its fixed better. This program is based off Kev glass tuts, yet the actually tile algorithm and visibility controls are mine. I did use his SpriteStore and Sprite class though. But I also wonder if i am using them correctly in TileMap to store the images in only ONE memory location. I think not...
This program generates (stupid) random maps without corner overlay blending tiles. Yet the point of this program is to render a scrollable tile map, with visibility controls and have it be able to scale to any window resolution (works).
Features: + Renders a tile map based on 2D array algorithms + Scrollable + Grid on/off + Coord labels on/off + Transparent interface + 10 Sample Maps + Tile visibility controls (only tiles visible on screen are rendered) (works with any window size as well) + Edge of map scroll stops + Completely scalable interface + Works with any window size (within means) + Works with any tile texture size + Sync�ed scrolling based on fps
Issues: + Slow, slow transparency performance. + Slow drawRect and drawString performance (Grid/coord) + a little flickery? + Other things here and there