come on guys, this cannot be that difficult of a problem....heres the raw code as snippets:
Globals.h:
//Plain Globals
int ScreenX = 1;
//Constants
const int GroundBMP = 1;
Player.h:
#pragma once
class Player
{
public:
int X, Y, Jumpspeed, Cooldown, Angle, Direction, Health;
Player(void);
~Player(void);
};
Player.cpp:
#include "Player.h"
Player::Player(void)
{
}
Player::~Player(void)
{
}
Main.cpp:
// Dark GDK - The Game Creators - www.thegamecreators.com
// the wizard has created a very simple project that uses Dark GDK
// it contains the basic code for a GDK application
// whenever using Dark GDK you must ensure you include the header file
#include "DarkGDK.h"
#include "Globals.h"
#include "Player.h"
//#include <iostream>
//#include <string>
#include <vector>
void LoadMedia();
// the main entry point for the application is this function
void DarkGDK ( void )
{
// turn on sync rate and set maximum rate to 60 fps
dbSyncOn ( );
dbSyncRate ( 60 );
dbSetDisplayMode(800,600,32);
LoadMedia();
Player Player1;
//dbCreateBitmap(GroundBMP,800,600);
// our main loop
while ( LoopGDK ( ) )
{
dbCopyBitmap(GroundBMP,0,0,799,599,0,0,0,799,599);
// update the screen
dbSync ( );
}
// return back to windows
return;
}
void LoadMedia() {
//Load/Create BMP's
//Load Ground BMP
dbLoadBitmap("SampleGround.bmp",GroundBMP);
dbSetCurrentBitmap(0);
return;
}
and the "SampleGround.bmp" is a bitmap of size 4000x600 that was a simple ground but any bitmap larger than 800x600 will work with this code. im kind of at a standstill until we get this resolved....any suggestions?