GetMapDebug
State = GetMapDebug(ThisMap)
 
Parameters:

    ThisMap = The Map you wish to alter the debug state in
Returns:

    State = The state of the debug mode, 1= on , 0 =off (default)
 

     The GetMapDebug() is used check a Maps Debug Mode. The function will return On(1) when the map debug mode is enabled, and OFF(0) when it's not.




FACTS:


      * None


 
Example Source: Download This Example
;     -----------------------------------------------------
;             --------->> SET UP <<------------
;     -----------------------------------------------------
  
  SetFPS 75
  
; create the random map from some circles
  Map,Level=Build_Random_Map(32,32)
  
  
; make a backdrop picture
  BackDrop=NewImage(800,600)
  RenderToImage Backdrop
  c1=RndRGB()
  c2=RndRGB()
  ShadeBox 0,0,800,600,c1,c1,c2,c2
  RenderToScreen
  
  
;     -----------------------------------------------------
;        --------->> MAIN LOOP OF PROGRAM <<------------
;     -----------------------------------------------------
  
  Do
     
   ; set the capture depth of the next item to a depth of
   ; 100 units
     DrawImage BackDrop,0,0,false
     
     
   ; draw the map level
     DrawMap map,Level,0,0
     
     
   ; check if the SPACE key was pressed
     If SpaceKey()
      ; If so, toggle Debug mode on the map
        MapDebug Map,1-GetMapDebug(Map)
        FlushKeys
     EndIf
     
     
     SetCursor 0,0
     Ink $ffffff
     Print "Space to Toggle Debug Mode"
     Sync
  Loop
  
  
  
  
;     -----------------------------------------------------
;     ------------->> Build Random Map Scene <<------------
;     -----------------------------------------------------
  
  
Function Build_Random_Map(BlockWidth,BlockHeight)
  
  
  BackdropColour=$008f00
  
  screen=NewFXImage(2400,1600)
  RenderToImage screen
  Cls  BackdropColour
  CircleC 800,400,400,true,$8f8f8f
  CircleC 1700,400,400,true,$0f8faf
  
  For lp=0 To 150
     EllipseC Rnd(2400),Rnd(1600),RndRange(50,150),RndRange(10,50),true, BackdropColour
  Next
  
  
  
  Map=NewMap(50)
  
; Create 1024 FX BLocks for this map
  CreateMapGFX  Map,BlockWidth,BlockHeight,1024,BackdropColour,2
  
  BlocksX=GetSurfaceWidth()/BlockWidth
  BlocksY=GetSurfaceHeight()/BlockWidth
  
  Level=NewLevel(Map,BlocksX,BlocksY)
  LevelTransparent Map,Level,0
  GetMapBlk Map,Tile,0,0
  
  Tile=1
  For ylp=0 To GetLevelHeight(map,level)-1
     Ypos=ylp*BlockHeight
     If Ypos+BlockHeight<=GetSurfaceHeight()
        For xlp=0 To GetLevelWidth(map,level)-1
           Xpos=xlp*BlockWidth
           GetMapBlk Map,Tile,Xpos,ypos
           
           If GetMapBlockTransparent(Map,Tile)>-1
              PokeLevelTile Map,Level,xlp,ylp,tile
              tile++
           EndIf
           If Tile=>GetMapBlocks(Map) Then ExitFor ylp
        Next
     EndIf
  Next
  
  RenderToScreen
  
;Turn Debug Mode On
  MapDebug Map,on
  
EndFunction Map,Level
  
  
  
  
  
  
 
Related Info: CircleHitMap | CircleHitMapPixels | EllipseHitMap | EllipseHitMapPixels | GetMapBlockTransparent | MapDebug | PointHitMapPixels | QuadHitMap | QuadHitMapPixels | RectHitMapPixels | ShapeHitMapPixels | TriangleHitMapPixels :
 


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