How to best "port" a command line game
by NaF · in Torque 3D Beginner · 04/25/2013 (5:16 am) · 2 replies
Hi guys,
Until now I coded my game completely as a command line game. Now I would like to move all my stuff to
torgue so I can start on visualizing numbers and menus with torgue UI.
Is there a way to directly connect my old c++ command line code to torgue?
Example:
I have a string vector with a number of elements in it. Can I just display a picked element in a UI?
(similar to just showing it in the console with cout)
Thanks in advance,
NaF
Until now I coded my game completely as a command line game. Now I would like to move all my stuff to
torgue so I can start on visualizing numbers and menus with torgue UI.
Is there a way to directly connect my old c++ command line code to torgue?
Example:
I have a string vector with a number of elements in it. Can I just display a picked element in a UI?
(similar to just showing it in the console with cout)
Thanks in advance,
NaF
#2
04/25/2013 (10:39 am)
Please show us what it looks like with a screen shot. I think what you want is doable, but it not coming across lucidly.
Torque Owner Robert Fritzen
Phantom Games Development
This is relatively simple:
Copying right from my forums here:
DefineEngineFunction(TSFunctionName, Return Type, (Parameters), (Default Parameters (usually don't use)), "Documentation Generation String") { //Do Code Here } DefineEngineMethod is used for a class specific call, IE: Player.applyDamage();Which requires the following headers be on your C++ file:
As for printing to the torque console, you can just use:
Con::printf("Same syntax as C++ printf().");Which just requires the console.h header.
Good luck!