Re: Best method for large animating pixmaps
- From: u07ih abdn ac uk
- To: alcaron ozemail com au (Michael Pearson)
- Cc: gnome-devel-list gnome org
- Subject: Re: Best method for large animating pixmaps
- Date: Tue, 14 Mar 2000 20:34:03 +0000 (GMT)
Hi, you might want to check gnome-forest by Tim Janik. I think it's
ftp://ftp.gtk.org/pub/users/timj/gnome-forest-0.2.0.tar.gz
This solution would be better than gnome-canvas I think.
Thats my answer for your first question.
iain
>
> Howdy,
>
> I'm writing a breakout clone for GNOME, and I'm wondering which would be the
> best method to impliment the actual graphics in. The game will:
> - Probably be running at ~20 fps minimum
> - Have animated objects. The pixmap for the ball will probably change every
> frame to simulate rotation, and the blocks will be animated randomly.
> - Rock. But that mainly depends on whether you like breakout as much as I do :)
>
> I've already fleshed out a good deal of the game code, and it's not heavily
> dependant on GNOME, so changing graphics methods will be relatively easy. I was
> going to impliment it using gnome-canvas, but I can't seem to find a way to
> destroy/free a GnomeCanvasItem.
>
> In summary, what I'm asking is this:
> - What's the best way to impliment a rapidly changing playfield in GNOME?
> - If it's gnome-canvas, how do I destroy a GnomeCanvasItem?
>
> Thanks.
>
> --
> Alcaron "Look at you, hacker: a pathetic creature of meat
> alcaron@ozemail.com.au and bone, panting and sweating as you run through
> http://www.tuial.com/~alcaron my corridors. How can you challenge a perfect,
> immortal machine?"
>
>
> --
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> as the Subject.
>
>
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