Hi there,

i am at the moment attempting to get my head round all this java and android
stuff in the hope to making one of my games run on the android platform.

The game i am hoping to port / convert is a tile base puzzle game, where you
put pices onto a board, these pieces are shapes of different colours.

Right now all my stuff is C and SDL based, so to create the pieces i have a
grey shaded image of the shape, a black outline of the shape, and several
colour textures, so to save having hundreds of images of all the shapes in
all the colours, i create all the game pieces in the code, by putting the
colour onto the grey with alpha, creating a coloured shape then overlaying
the outline then set a mask, creating my game coloured outlined and masked
game piece.

is there any fucntions in the android set that i can achieve this sort of
thing?

here is my original c code...


SDL_Surface *makeshape( int colourn , int shapen )
{
// handlers for working surfaces
    SDL_Surface *surface ;
    SDL_Surface *image ;
    SDL_Surface *color;
    SDL_Surface *shae;
    SDL_Surface *shaem;
// sdl rect to choose areas of surfaces
    SDL_Rect pos;
// get the base images we are going to use
    color=SDL_DisplayFormat(colour[colourn]);
    shae=SDL_DisplayFormat(shape[shapen]);
    shaem=SDL_DisplayFormat(shapem[shapen]);

// make the inside of the outline masked ready to go ober the shape at tyhe
end
      setmaskwhite(shaem);
// create a random texture to plot over grey shape
    surface=SDL_CreateRGBSurface(SDL_SWSURFACE, PCS, PCS, 32, rmask, gmask,
bmask, amask);
       pos.x=randoon(64)-64;
       pos.y=randoon(64)-64;
    SDL_BlitSurface(texbase[randoon(2)+1] , NULL , shae , &pos);
       pos.x=randoon(64)-64;
       pos.y=randoon(64)-64;
    SDL_BlitSurface(texbase[randoon(2)+1] , NULL , shae , &pos);
       pos.x=randoon(64)-64;
       pos.y=randoon(64)-64;

// plot the colour over the grey shape creating a coloured shape
    SDL_BlitSurface(color , NULL , shae , &pos);



// put the coloured shape into a fresh surface, not sure why this is here :/
    SDL_BlitSurface(shae, NULL , surface , NULL);


// put the outline over the new coloured shape
    SDL_BlitSurface(shaem, NULL , surface , NULL);


// set the outside of the shape to mask
      setmaskblack(surface);

// create the final coloured outlined masked shape at current screen
settings
      image = SDL_DisplayFormat(surface);

      SDL_FreeSurface(surface);
      SDL_FreeSurface(color);
      SDL_FreeSurface(shae);
      SDL_FreeSurface(shaem);
    // return the new coloured shape
    return image;
}


hope this all makes sence...

thanks.

Neil

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