Fading Help! Pulling my hair out....
by Kevin Epps · in Torque Game Builder · 03/03/2007 (1:23 pm) · 4 replies
I need help writing a fading to black transition for one level to another.
My first level is set up like this (in this order of layers)
MainMenu level view
Menu gui view
I have a black t2dStaticSprite that I've written a function for to fade in and out, but the problem is when it fades, the menu gui still shows due to how it's called in game.cs.
What I want to know is there a way to somehow push a t2dStaticSprite or any t2d object in front of everything else (images, gui, mouse, etc.)?
Or am I going about this fading all wrong? The only fading help that I see here is dealing with fading out objects, but not really fading the "screen" to a color. And the splash tutorial wouldn't really work for me, as it has that waitTime member.
Somebody help! There has to be a simple way to do something that games have been doing pretty much since the 80's.
My first level is set up like this (in this order of layers)
MainMenu level view
Menu gui view
I have a black t2dStaticSprite that I've written a function for to fade in and out, but the problem is when it fades, the menu gui still shows due to how it's called in game.cs.
// Set The GUI.
Canvas.setContent(mainScreenGui);
Canvas.setCursor(DefaultCursor);
//Set Main Screen buttons
Canvas.pushDialog(mainGui);
moveMap.push();
if( isFile( %level ) || isFile( %level @ ".dso"))
$currentLevel = sceneWindow2D.loadLevel(%level);What I want to know is there a way to somehow push a t2dStaticSprite or any t2d object in front of everything else (images, gui, mouse, etc.)?
Or am I going about this fading all wrong? The only fading help that I see here is dealing with fading out objects, but not really fading the "screen" to a color. And the splash tutorial wouldn't really work for me, as it has that waitTime member.
Somebody help! There has to be a simple way to do something that games have been doing pretty much since the 80's.
About the author
#2
This tutorial on TDN might help: GUI Particles
*EDIT: Slight clarification
03/06/2007 (9:15 am)
Hmmm... I'm no programmer but couldn't you possibly create a second scenegraph on top of the first and use the second scenegraph to cover the first with the black sprite you're using for the fades? Seems a bit overkill for a simple fade and I'm not sure it'll work.This tutorial on TDN might help: GUI Particles
*EDIT: Slight clarification
#3
I used that GUI Particles tutorial and just changed this code to suit my needs:
Of course the Image Map was declared using Level Builder. It works perfectly!! :)
03/06/2007 (11:19 am)
Thanks! I used that GUI Particles tutorial and just changed this code to suit my needs:
Canvas.pushDialog(screenFX, 1);
new t2dSceneGraph(fxSceneGraph);
sceneFXWindow.setSceneGraph(fxSceneGraph);
sceneFXWindow.setCurrentCameraPosition ("0 0 100 75" );
%effect = new t2dStaticSprite(whiteFade) { scenegraph = sceneFXWindow.getScenegraph(); };
%effect.setImageMap("white_wallImageMap", "0");
$effect.setBlendColour("1", "1", "1");
%effect.setBlendAlpha("0.0");
%effect.setPosition("0", "0");
%effect.setSize("100", "75");Of course the Image Map was declared using Level Builder. It works perfectly!! :)
#4
03/06/2007 (1:56 pm)
Sweet! Glad I could help!
Torque Owner Kevin Epps