Mbounds at TGEA 1.7
by Eros · in Torque Game Engine Advanced · 05/02/2008 (3:50 pm) · 9 replies
Hello i'm trying to port my game from TGEA 1.0.2 to 1.7. In this attemp, i've almost done, but there are a few problems with a resource from the community i was using on my inventory system.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5499
This resource is using mBounds, but mbounds is now marked as private.. so, it cannot use mbounds anymore.. i've changed all mbounds.extent.x or .y by getwith or getheight as i've seen on this post:
http://www.garagegames.com/mg/forums/result.thread.php?qt=74079
but the resource is using it in other ways that i don't know what exactly returns or how i may use it with TGEA 1.7
mBounds.extent
mBounds
mBounds.point
Can somebody tell me what this are returning or how to port it into TGEA 1.7?
Thank you very much.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5499
This resource is using mBounds, but mbounds is now marked as private.. so, it cannot use mbounds anymore.. i've changed all mbounds.extent.x or .y by getwith or getheight as i've seen on this post:
http://www.garagegames.com/mg/forums/result.thread.php?qt=74079
but the resource is using it in other ways that i don't know what exactly returns or how i may use it with TGEA 1.7
mBounds.extent
mBounds
mBounds.point
Can somebody tell me what this are returning or how to port it into TGEA 1.7?
Thank you very much.
#2
I could't find so a little bit of info of mbounds in torque community or documentation to know better what i'm doing, but i'm a newbye anyway so, perharps i don't know how to make an effective search here yet.
thank you for your response.
05/02/2008 (7:37 pm)
Hmm really that's the problem.. in 1.0.2 Mbounds was public.. but in 1.7 it isn't so.. i think that if it have become private, it must be for a good reason, and i'm afraid to make it public again :SI could't find so a little bit of info of mbounds in torque community or documentation to know better what i'm doing, but i'm a newbye anyway so, perharps i don't know how to make an effective search here yet.
thank you for your response.
#3
have happy coding!!
05/02/2008 (8:56 pm)
Honestly trial and error isn't a bad way to learn, make a back up of what you have(Something Im sure we agree that needs to be done anyway), and make it public, compile, and see what happens, either it will work or it wont right:) But that is just me, that is what I would do... but in the mean time I am looking into the code to see what it does...perhaps if i have time after all the kids go to bed here Ill give it a try;) and i will post back If i don't see someone who really knows what there talking about giving you an answer;)have happy coding!!
#4
Point 4) should help.
05/02/2008 (10:27 pm)
Http://www.garagegames.com/mg/forums/result.thread.php?qt=74079Point 4) should help.
#5
05/02/2008 (11:38 pm)
Ah ha I knew that sounded familiar:)
#6
Thank you anyway.
Bobby, you're right. I'll try to make it public ti'll i cannot find another solution so, if i find one later, i'll change it.
Thank you
05/03/2008 (3:38 am)
Stefan, in my first post i've referenced that thread, and i've said i've done in port mbounds.extent.y, but the other ways of mbounds, aren't the same :SThank you anyway.
Bobby, you're right. I'll try to make it public ti'll i cannot find another solution so, if i find one later, i'll change it.
Thank you
#7
instead of
No need to make anything public.
05/03/2008 (3:45 am)
Try usinggetBounds().extent.x
instead of
mBounds.extent.x
No need to make anything public.
#8
05/03/2008 (6:05 am)
It compiles good now with getBounds(). Ill try the functionality later and comment here the conclusion and, if it goes well, i'll add the solution at the porting post and post the ported resource ^_^
#9
05/03/2008 (11:44 am)
It works great ;) thank you very much
Torque Owner Bobby Leighton
Imagn' Games