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Enabling mouse click to hurry splash screens

by Shaz · in Torque Game Builder · 09/13/2008 (7:53 pm) · 5 replies

I have implemented the Dynamic Splash Screens, but I'd like the user to be able to click through each screen rather than forcing them to wait for each to display and fade on their own.

I can't seem to get it to recognize a MouseDown. Is there a way to do this?

#1
09/16/2008 (6:59 pm)
Is the mouse tied to the scene window or the scene graph? It might be that the mouse is being caught by another function already in place. I think it's the scene window. I purposely have mouse clicks go through to the scene graph /and/ the scene object under the mouse for good measure.
#2
09/17/2008 (2:19 am)
I think the issue here is that there is no scenegraph at the time the splash screens are being shown. There's a GUI that gets pushed to the canvas, but there have been no load_level() calls yet.

If I add
echo(sceneWindow2D.getscenegraph());

in the splash screen function and again in my main menu, I get a blank line to the console for each splash screen, and then a number/id to the console when the main menu appears.

The images are shown as a GuiFadeInBitmapControl, which has no mouse commands.

I think I'll have to work on this one a bit and take a new approach, if I want to be able to click-through the splash screens.

Thanks for the suggestion though :)
#3
09/17/2008 (4:27 am)
Insert the BitmapButtonCtrl on top of each splash screens as same width and height of your GUI screen, and apply a 1% opacity with white or black color (size like 50x50, format .png) bitmap to it, in the command line put the function name to go to next splash screen. do the same process for each splash screens you have. It will work fine.
#4
09/17/2008 (3:28 pm)
I'll try that. Thanks!
#5
10/08/2008 (2:24 pm)
It's been a while since you gave me this advice and I've only just now been able to test it out. It works beautifully! Thanks very much for your help!