Fixed position animation
by Thomas Vestergaard Nielsen · in Torque X 2D · 11/18/2010 (12:42 pm) · 4 replies
Hey everyone
I have a problem that I hope some of you can help me with.
My 2D game needs an energy bar in the top corner. This energy bar must always placed in front everything else on the screen, and it's animated.
To me, I have to ways of solving this:
1. Using a 2D overlay like a GUIBitmap, but can this some how be animated?
2. Using a "normal" T2DSceneObject which is some how positioned absolute on the screen. Can this be done?
I hope some of you out there can help me on this one :)
/Thomas
I have a problem that I hope some of you can help me with.
My 2D game needs an energy bar in the top corner. This energy bar must always placed in front everything else on the screen, and it's animated.
To me, I have to ways of solving this:
1. Using a 2D overlay like a GUIBitmap, but can this some how be animated?
2. Using a "normal" T2DSceneObject which is some how positioned absolute on the screen. Can this be done?
I hope some of you out there can help me on this one :)
/Thomas
About the author
+10 years of programming experience. 6+ years in C#. 0 years in torque :)
#2
Thanks a lot. I actually tried that already and it works like a charm. The only problem is, when I use camera zoom I cannot seem to replace the object correctly.
/Thomas
11/23/2010 (7:02 am)
Hi JohnThanks a lot. I actually tried that already and it works like a charm. The only problem is, when I use camera zoom I cannot seem to replace the object correctly.
/Thomas
#3
Alternatively I think someone did do an animated GUI bitmap (link?)
11/23/2010 (1:43 pm)
For the HUD I usually add the objects to a second scene view which overlays the gameplay scene view. The HUD is then not effected by the gameplay camera.Alternatively I think someone did do an animated GUI bitmap (link?)
#4
I have not considered a second scene, that too sounds like a usable solution.
11/24/2010 (7:00 am)
An animated GUI bitmap sounds perfect. I will look around for that.I have not considered a second scene, that too sounds like a usable solution.
Torque Owner John Norman
Suckerfree Games
In the InterpolateTick() method, use SceneObject.WarpToPosition() to position it against the camera's location.
This will place the object in the center of the screen:
public virtual void InterpolateTick(float k) { T2DSceneCamera camera = TorqueObjectDatabase.Instance.FindObject<T2DSceneCamera>(); if (camera == null) return; SceneObject.WarpToPosition(camera.CenterPosition, 0.0f); }