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  Tiled RPG - Sprites  (Read 729 times)
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Offline KeithM

Junior Newbie





« Posted 2013-06-26 18:56:47 »

Hey on a tiled map rpg for my sprite of my player insted of having one image for,let's say U.p and Another for Down.how would I use 1 spritesheet for all positions rather then one .png image for each position of the player? Am I able to do this? I'm guessing I would load only part of the image at a time using X,Ys. But I really have no idea. I'm brand new to java game dev. And am looking for some help.
Example of source code(that has been explained) would be helpful.

Thanks for reading,
Keith M.
Offline marcuiulian13
« Reply #1 - Posted 2013-06-26 19:43:22 »

If you're doing a top-down game (like GTA II) where your sprite is the same in all directions, you only have to rotate the sprite accordingly to the direction you're moving.

Getting a project done is by far the most hard thing in game development.
Offline wessles

JGO Wizard


Medals: 67
Projects: 4
Exp: 3 years


Profile picture isn't relevant.


« Reply #2 - Posted 2013-06-26 20:35:01 »

Or you could go Old style and make these
L
UL
UR
R
DR
DL
D
U

U = up
L = left
R = right
D = down

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Offline KeithM

Junior Newbie





« Reply #3 - Posted 2013-06-26 21:59:35 »

But do I use one sprite sheet? Or do u break the sprite sheet into the diffrent directions? Making up.png,down.png,left.png ex.
Offline sproingie

JGO Kernel


Medals: 202



« Reply #4 - Posted 2013-06-26 22:02:21 »

Use one sprite sheet
Offline _Scyth_

Junior Duke





« Reply #5 - Posted 2013-07-02 17:57:44 »

You should use one spritesheet, and then you would use the getSubimage(int, int, int, int) method of BufferedImage to obtain all the images.
Depending on how you set up your spritesheet, you could probably get away with using a loop and storing the images in an array. eg:

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final int WIDTH = 32;
final int HEIGHT = 32;

BufferedImage spritesheet;

BufferedImage[] sprite = new BufferedImage[10] // Say there are 10 images you want to load from the spritesheet

private void initImages()
{
   for( int i = 0; i < sprite.length; i++)
   {
      sprite[i] = spritesheet.getSubimage(i * WIDTH, i * HEIGHT, WIDTH, HEIGHT);
   }
}


That should work, then you simply need to draw the spite.
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