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GeneralRe: organizing everything visible on screen Pin
Gerry Schmitz7-Aug-22 7:06
mveGerry Schmitz7-Aug-22 7:06 
GeneralRe: organizing everything visible on screen Pin
Calin Negru7-Aug-22 20:07
Calin Negru7-Aug-22 20:07 
GeneralRe: organizing everything visible on screen Pin
Greg Utas8-Aug-22 0:47
professionalGreg Utas8-Aug-22 0:47 
GeneralRe: organizing everything visible on screen Pin
Gerry Schmitz8-Aug-22 7:23
mveGerry Schmitz8-Aug-22 7:23 
GeneralRe: organizing everything visible on screen Pin
trønderen8-Aug-22 8:28
trønderen8-Aug-22 8:28 
GeneralRe: organizing everything visible on screen Pin
trønderen8-Aug-22 8:10
trønderen8-Aug-22 8:10 
GeneralRe: organizing everything visible on screen Pin
Mohsin Ali Shah 202222-Aug-22 3:48
Mohsin Ali Shah 202222-Aug-22 3:48 
AnswerRe: organizing everything visible on screen Pin
Member 150787168-Aug-22 16:17
Member 150787168-Aug-22 16:17 
Going by your question, "My question is how do you keep it all organized?":


Organization should start with what is most important.

Then to what is next important.

And so on.

That is it. All that answers your question about organization.



For this to work:

Make each of these work. Include error checking to each before moving to the next. Test them each before moving on to the next.

Use switch or if then or whatever code is easiest for you (your personal self) to use and follow later.

It is not so complicated. Just do as I said, one at a time. Take your time. Do not get into a hurry. Do not take short-cuts. Make *your* code readable to *you*.

If you write most of it with simple if-then-else and if that is most comfortable to you, then that is how it should be coded.

Thank you for asking.



Here is an example.

If you have a character moving in a scene with walls and background, then this all has to be rendered to some output.

Remember this is just an example.

First create or load or put together the background.

Then effects to the background, like lightning or explosions.

Then the walls.

Then effects to the walls like splatter eminating from bullet hits etc.

Then the stationary items in the space like blocks or resources etc. which are upstaging the character.

Then effects to those stationary items.

Then movable items or characters that are upstaging the character.

Then effects to those particular movable items.

Then the character.

Then effects to that particular character.

Then do similar to that which is down stage of the character.

Upstage is further away from you than the character. Downstage is closer to you than the character.


Now that I have answered your question as it was asked, I feel like I might now get into other things. The following might be tangental to the question, but I at least answered the question first.




If you are doing this in Microsoft Windows and if you are blitting the images (still or virtually moving), then you might want to use 2 or three or many more buffers, blitting to each buffer as you go from the furtherest away from you to the buffer that is closest to you. Put all of these together and blit to the screen buffer. Then put the screen buffer to the screen.

If you have 5 buffers and the background is buffer_5 then when you have buffer_4 complete, add buffer_4 to buffer_5 and save it as buffer_4. This can be done by starting buffer_4 as a solid color (example RGB 255,0,0 which is Red) and bit block transfering images to it that are like custom cutouts pasted to construction paper. Then blitt that buffer_4 onto bufer_5 with the red area being transparent and save this as buffer_5. Do this until you get to buffer_1 and then blitt that to the screen buffer.

Do not compost to the screen buffer. Just blit a completed buffer to it.

Hope that helps.



Just an example.
QuestionSecuring oAuth Client Id and Secret Pin
Kevin Marois27-Jun-22 7:29
professionalKevin Marois27-Jun-22 7:29 
AnswerRe: Securing oAuth Client Id and Secret Pin
jschell23-Oct-22 11:17
jschell23-Oct-22 11:17 
Questioncode organisation Pin
Calin Negru31-Jan-22 7:36
Calin Negru31-Jan-22 7:36 
AnswerRe: code organisation Pin
Bohdan Stupak4-Feb-22 4:05
professionalBohdan Stupak4-Feb-22 4:05 
AnswerRe: code organisation Pin
Richard MacCutchan4-Feb-22 4:56
mveRichard MacCutchan4-Feb-22 4:56 
GeneralRe: code organisation Pin
Calin Negru4-Feb-22 8:48
Calin Negru4-Feb-22 8:48 
GeneralRe: code organisation Pin
jschell17-Feb-22 11:12
jschell17-Feb-22 11:12 
GeneralRe: code organisation Pin
Calin Negru19-Feb-22 1:39
Calin Negru19-Feb-22 1:39 
GeneralRe: code organisation Pin
jeron119-Feb-22 7:03
jeron119-Feb-22 7:03 
GeneralRe: code organisation Pin
Calin Negru19-Feb-22 8:10
Calin Negru19-Feb-22 8:10 
GeneralRe: code organisation Pin
Richard MacCutchan19-Feb-22 21:44
mveRichard MacCutchan19-Feb-22 21:44 
GeneralRe: code organisation Pin
Calin Negru25-Feb-22 9:41
Calin Negru25-Feb-22 9:41 
GeneralRe: code organisation Pin
Richard MacCutchan25-Feb-22 22:17
mveRichard MacCutchan25-Feb-22 22:17 
GeneralRe: code organisation Pin
Calin Negru26-Feb-22 0:14
Calin Negru26-Feb-22 0:14 
GeneralRe: code organisation Pin
Richard MacCutchan26-Feb-22 1:03
mveRichard MacCutchan26-Feb-22 1:03 
GeneralRe: code organisation Pin
Snesh Prajapati26-Feb-22 5:04
professionalSnesh Prajapati26-Feb-22 5:04 
AnswerRe: code organisation Pin
Greg Utas4-Feb-22 5:52
professionalGreg Utas4-Feb-22 5:52 

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