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#1 Old 6600 DirectGraphics FLIP_HORIZONTAL question - 2004-01-29, 15:12

Join Date: Jun 2003
Posts: 9
dynamitemobile
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Hi,

I'm writing a game for the S60 Nokia's. I'm trying to use pure J2ME whereever possible (apart from FullCanvas), so all sprites are held as a series of frames within an Image, and I use setClip to draw the one I want. When a sprite needs to be flipped I'm using DirectGraphics.drawImage() instead of the usual Graphics.drawImage(), so I can specify FLIP_HORIZONTAL as a modifier.

This works perfectly on the 7650/3650/N-Gage, but on the 6600 it doesn't seem to work correctly with the clip area I'm specifiying - it's drawing more of the image, and therefore more of the frames. I've seen similar problems on this forum that suggested using clipRect after setClip and this has improved the situation by making the clip area used smaller, but it's still too big.

I'd rather provide one version of the game for all S60 phones than do a MIDP2.0 version at this stage, so if anyone has any ideas they'd be greatly appreciated!

Thanks in advance

Ian
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#2 Old 6600 DirectGraphics FLIP_HORIZONTAL question - 2004-03-08, 08:22

Join Date: Mar 2004
Posts: 3
jaideep_hot
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i had same problem over nokia 6600.
to solve this i had kept two offscreen graphics objects. one offscreen was of the screen size .whereas other was of the size of the sprite which u want to flip.the drawing of objects on the main ofscreen was done according to their depth in the picture.

try this out and let me know
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