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1,369 bytes added ,  06:37, 7 April 2010
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*Tile Number: For mii.glassesType => 6: the glasses are tile mii.glassesType-1 and the lenses are tile mii.glassesType+2
 
*Tile Number: For mii.glassesType => 6: the glasses are tile mii.glassesType-1 and the lenses are tile mii.glassesType+2
 
*Tile Number: noses[mii.noseType]
 
*Tile Number: noses[mii.noseType]
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== Bring my Mii to life!! ==
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Ok, so we've used the above to draw a static version of our mii exactly the way it looks as if a picture was taken of it... but what if i want it to show some life... blink, and or better yet, be able to change expressions based on game play.  PIECE OF CAKE!!!
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* Because we are efficient coders, we've put all the above mii building code into it's own function and then when we want to build a mii, we call the function, pass a few variables to it, and it builds up our mii and stores it as an image that we can then later display.
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* Normally, that function just contains the code to draw the default parts that libmii tells us are in our mii. BUT if we passed a few extra variables to our build mii function, we could have it draw our mii with a random smile face or a random sad face to vary expressions... or we could cause it to draw our mii with the eyes closed to allow us to have our mii blink.
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To do this, we just need to add those few extra variables to the function maybe making it so if the values are 0, draw the static default version of your mii, and if the values are something else, draw different lips or different eyes to vary expressions.
    
== Example ==
 
== Example ==
STILL DOESN'T MAKE SENSE?  Just check out the example!!! (it's using GRRLIB)
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STILL DOESN'T MAKE SENSE?  Just check out the example!!! (it's using GRRLIB) It has code to draw all 100 of your miis statically and code to make your mii blink, give a random happy face, and give a random sad face.  The possibilities are pretty endless!
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