Use t2dSceneWindow for a radar/minimap?
by Joe Williams · in iTorque 2D · 08/18/2010 (10:44 pm) · 1 replies
I'd like to add a radar/minimap HUD element to my game. I've seen the post by someone else (in the TGB forums?) about using a screenshot of the level. However, I was wondering if it's possible to use a t2dSceneWindow, that is smaller and zoomed out, to act as a radar. This would preclude the need to take screenshots of every level and implement them in the game. I've tried adding something like this to the mainScreenGui:
and having it load the same level as SceneWindow2D, but it just loads at the usual 480x320 resolution and it seems to be duplicating the level (i.e. there's a player object that isn't controlled by the input).
Is this even possible? Should I just go with the screenshot idea?
new t2dSceneWindow(radarWindow) {
canSaveDynamicFields = "0";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "width";
VertSizing = "height";
Position = "-120 -40";
Extent = "60 40";
MinExtent = "60 40";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiDefaultProfile";
hovertime = "1000";
lockMouse = "0";
useWindowMouseEvents = "1";
useObjectMouseEvents = "1";
};and having it load the same level as SceneWindow2D, but it just loads at the usual 480x320 resolution and it seems to be duplicating the level (i.e. there's a player object that isn't controlled by the input).
Is this even possible? Should I just go with the screenshot idea?
About the author
Torque Owner rennie moffat
Renman3000
Keep hope alive Jimmy. I mean Joe.