In this case 'Sprite' is the name of the type and 'Character' is the temporary variable name. For example, the lineCombine wrote: Alot of things about the TYPEs tutorial confuses me.
For example, it never explains how exactly types are named. In the tutorial, it saysThen it stops referring to that type and just starts using a type that seems to be called "Character" from then on, Which I presume is seperate from "Sprite"Code: Select all
Type Sprite Field ID, char_tex End Type
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Character.Sprite = New Sprite
Additionally, the tutorial presents this code:Code: Select all
For C = 1 To 3 ; 3 Characters Character.Sprite = New Sprite Character\ID = CreateSprite() Read img$, X, Y, Z Character\char_tex = LoadAnimTexture( img$, 7, 32, 48, 0, 4 ) EntityTexture Character\ID, Character\char_tex, 1 HandleSprite Character\ID, 0, -1 ScaleSprite Character\ID, 2, 2 EntityAutoFade Character\ID, 100, 120 PositionEntity Character\ID, X, Y, Z Next
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Read img$, X, Y, Z
Since there aren't any other Data segments, the Read function defaults to starting at the first entry in 'Characters'. If you have other sets, the Restore function can be used to specify another block.First off, How does this know which data to look at?
img is a temporary string assigned by the Read function in the previous line (that the author probably should've explicitly instantiated in a tutorial for readability, but whatever)Secondly, img$ doesn't pop up anywhere else except here:
"Character\char_tex = LoadAnimTexture( img$, 7, 32, 48, 0, 4 )"
Which sets the image to the sprite defined (see below for the data)
The data used by the read command is this:
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.Characters Data "char2.bmp", 10, 0, 10 Data "char3.bmp", -10, 0, 10 Data "char4.bmp", 0, 0, 10
But I don't know how the read command knows to look at this data.
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Read img$, X, Y, Z
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img = "char2.bmp"
X = 10
Y = 0
Z = 10
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img = "char3.bmp"
X = -10
Y = 0
Z = 10