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Yep, when I remove the very first call to CreateWorld() there is no error. There is no need to call the function as technically CreateWorld() follows the program flow from StartWorld().
However, test it yourself to see if this is where the program lies - coz, for me the program just ends naturally without any erros, but I see no graphic output.
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I get the same thing when I try it here. But I didn't think the function would run without being called(?) Or at least that if it did run the fuction automatically that Blitz wouldn't care if I called it explicity or not? I had guessed that calling StartWorld might not be necessary, but not CreateWorld.
I expected it to loop back and forth from CreateWorld (which decides which type of map tile to display) to DrawMapTile (which is supposed to do the drawing part) until the screen is full. Then it stops at this point so I can see what I've got, and hitting enter would make it repeat the process while hitting any other key would end program. At least, that was the plan. :-( So you're saying this isn't needed?
I'm not clear on how this would cause the program to skip the image loading process, which *appears* to be the problem. The debugger seems to be saying that the images I'm calling for in DrawImage aren't there even though I loaded them during CreateWorld.
I think I see why we're not getting output. I made a last minute change to the program, and I see that I ended up putting the graphics mode call in StartWorld which--I think--erases the screen and wipes out everything. Maybe this is the problem... hmmm.
Thanks for the help.
IsaacJ
Yep, when I remove the very first call to CreateWorld() there is no error. There is no need to call the function as technically CreateWorld() follows the program flow from StartWorld().
However, test it yourself to see if this is where the program lies - coz, for me the program just ends naturally without any erros, but I see no graphic output.
>>>
I get the same thing when I try it here. But I didn't think the function would run without being called(?) Or at least that if it did run the fuction automatically that Blitz wouldn't care if I called it explicity or not? I had guessed that calling StartWorld might not be necessary, but not CreateWorld.
I expected it to loop back and forth from CreateWorld (which decides which type of map tile to display) to DrawMapTile (which is supposed to do the drawing part) until the screen is full. Then it stops at this point so I can see what I've got, and hitting enter would make it repeat the process while hitting any other key would end program. At least, that was the plan. :-( So you're saying this isn't needed?
I'm not clear on how this would cause the program to skip the image loading process, which *appears* to be the problem. The debugger seems to be saying that the images I'm calling for in DrawImage aren't there even though I loaded them during CreateWorld.
I think I see why we're not getting output. I made a last minute change to the program, and I see that I ended up putting the graphics mode call in StartWorld which--I think--erases the screen and wipes out everything. Maybe this is the problem... hmmm.
Thanks for the help.
IsaacJ