Class Tmultiple_bitmap (unit Gameform)

Inherits from

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);

---------------------------------------------------------------------------- } { 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;



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;