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Post by avrigus on Jan 15, 2006 12:42:49 GMT
Hy everyone, I just purchased Sprite Candy today and i'm really impressed with all the features it has to offer. I'm building a simple poker machine with 5 vertical "reels" that are actually long image strips. I am curious if there is a way that I can mask or clip these image strips so you can only see a small portion of it on the screen with they scroll down vertically. Any help or pointers would be great Simon.
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zac
New Member
Posts: 14
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Post by zac on Jan 16, 2006 12:59:59 GMT
I haven't tested this, but "HUD_Create" allows you to set a width and height. And if you use viewports then move the HUD to the right location with "HUD_Position" and it just might work.
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Post by avrigus on Jan 16, 2006 22:49:57 GMT
Thanks for the tip i'll give it a go now, although it would be more desirable to have the ability to mask using a greyscale image so you're not bound to using a rectangle as a mask. A good example of this would be the game "Day of Defeat: Source" which displays an overview of the map in a round window on the HUD. When the player moves around the "HUD map" scrolls along with the player.
I just tried the HUD width and height but it still takes up the whole screen (it does scale the HUD to the specified values yet it just stretches the HUD to fit the screen area :-(
Does anyone else have any ideas how I can achieve the effect i'm after?
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Wopag
New Member
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Post by Wopag on Jan 18, 2006 7:33:40 GMT
Why not just use individual images as each card ?
Keep an array of cards (in the order that the cards are on the reel) then display on the screen. Move the next card up the screen followed by the next and the next .......
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zac
New Member
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Post by zac on Jan 18, 2006 22:31:56 GMT
Perhaps render the reels and then draw 2D graphics on top of that afterwards to hide the excess?
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Post by avrigus on Jan 19, 2006 0:44:35 GMT
Thanks for the feedback guys. Well it doesn't seem like this is possible to do using Sprite Candy. There are many areas where alpha masking/clipping would be very useful. Scrolling text in a defined area of your HUD would be great. I would also like to create an "odometer" effect for the player's score where the numbers roll around like the odometer in a car. Anyway here's a link to a game that has the effect i'm after on the map overview (you can download the shareware demo for free): en.realore.com/arcaderace/I really hope this is possible to do (if not in Sprite Candy then in Blitz3D itself).
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tonyg
Junior Member
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Post by tonyg on Jan 19, 2006 10:47:50 GMT
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Wopag
New Member
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Post by Wopag on Jan 26, 2006 9:34:27 GMT
odometer Meters are easy todo with Sprite Candy. Take a look at this screenshot. baa.ovine.net/hud2.pngOn it I have not only a watch but also a compass, both done very easily with SC.
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Post by avrigus on Feb 8, 2006 0:52:37 GMT
Hi Wopag,
An odometer is exactly what i'd like to do although I can see by you're screenshot you don't have an odometer visible (I think you may be confused with a speedometer).
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zac
New Member
Posts: 14
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Post by zac on Feb 8, 2006 6:52:10 GMT
Perhaps HUD_FX_ScrollTexture could be of use. If you had the ten digits on the same texture under each other and scrolled the texture up it would look like the numbers were rolling. Then define the sprite clip as only using the part of the texture that would show one full digit at a time.
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Post by avrigus on Feb 18, 2006 21:44:10 GMT
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