Game Development Community

Totally confused

by Anthony Farmer · in Torque X 2D · 05/29/2008 (12:26 pm) · 1 replies

Hello.

I'm trying to figure out how to do things with TorqueX and it's been extremely frustrating. The SDK seems to have all the right stuff and seems to be componentized very well, but I don't know how to go from knowing what it is I want to do to actual implementation. Here are a few examples of why.

I want to spin a "Wheel of Fortune" type wheel so I need to get & set the AngularVelocity of the wheel sprite based on how the user drags the mouse. I also need to slow it down to rest over time based on some sort of frictional component, and I need to know what value the player won based on the final wheel resting position. So, how do I go about doing all that?

With some help I figured out out to get a sprite in the game and set its angular velocity in general, but even that wasn't intuitive for me to figure out and I'd never have gotten it without the right pointers.

Now I need to make the mouse visible, and I did so by modifying the appropriate "Game" object property, but the TankBuster demo has in its schema file the following lines:



System.Boolean



How did that value get there? Is there someplace in TGB where this can be set or must one hand-code it into the schema file? Is there a comprehensive list of all the schema keywords somewhere? Should I be setting the mouse this way rather than modifying runtime object properties?

Next I need to design and hook up the physics model. Some additional help told me I needed to insert my own "tick" component into the project and add it to the wheel sprite's Component list. I eventually figured out how to do this, but was unable to look up simple keywords in the documentation for reference. On a related note, do I need to add a T2DForce component to my sprite? What does such a component do and how would I know if I need one or not?

For example, I've loaded all of the HTML files that got installed to my Start menu and typed "Move" into the "Search this site" box in the upper-right corner of the pages. NONE of the search results are the class definition and help for the class "Move". I had similarly poor luck finding other keywords, like "PhysicsComponent" and "ProcessTick". I don't want sample code, but rather the Class definitions -- like the documentation Microsoft provides for .NET classes. Is there a TorqueX Class Reference available somewhere?

Next I need to print in-game, dashboard-style text (not a GUI) and the text needs to be rotated up to 360 degrees depending upon the location of each player relative to the wheel. Is there a SceneObject I can add to my scene for this? None appear in TGB, but something like T2DStaticText would be very useful...

As you can see, there are a relatively small number of things I need to do but I can't figure out how to do them in TorqueX. I really want to use TorqueX for my project, but if I can't figure out how to do things soon I'm going to be forced to use straight XNA because of schedule pressure and it just works, is easy to comprehend, and is well-documented. TorqueX seems to have a lot more functionality, but I need some help figuring out how to use it.

Thanks,
ALF

#1
05/29/2008 (12:53 pm)
Another example:

I need to know if AngulaVelocity is in degrees or radians. What do I click on to find the answer to that question? I see absolutely nothing in the documentation that defines this field.

ALF