I came up with a thought recently. I tend to always copy an icon 32 times, move it in one direction, to get a scroll feel.
There must be a way to do this through code, and I achieved it! Problem is it lags. See code below.
world
New()
..()
ShiftIcons()
proc/ShiftIcons()
set background=1
var/icon/I = icon('Starmap.dmi')
I.Shift(NORTH,1,wrap=1)
for(var/turf/Space_Station/Space/T)
T.icon=I
spawn(10) ShiftIcons()
It's great for its use, but the lag doesn't justify it.
I'm now wondering if there's a way to essentially build a .dmi this way. Meaning along the lines of shifting an icon 32 times, saving each generated icon in a list, and then constructing an animated icon from it. Less CPU usage is better, and atleast it will only be needed during its initialization. Also with a decent system doing this, it can be used for larger textures. :D
Any ideas?
ID:163470
![]() Aug 24 2007, 11:15 pm (Edited on Aug 25 2007, 1:13 am)
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![]() Aug 25 2007, 1:31 am
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I just realised, if you could write a permanent .dmi in the method i'm suggesting, it could cut out a heck of a lot of work for iconers. o.O
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