SceneWindow2D.mount()
by Bucko · in Torque Game Builder · 04/05/2005 (3:10 pm) · 3 replies
Most camera methods come in two flavours:
setCurrentCameraXXX and setTargetCameraXXX
This is really neat for doing pullbacks, pans etc but mount() and dismount() calls lack the Target version
Change mount(); and dismount(); to
setCurrentCameraMount(); and setCurrentCameraDismount(); // Consistency!
the please give us
setTargetCameraMount(); and setTargetCameraDismount(); // Consistency!
Typically I have my camera mounted, dismount it to do some fancy stuff and then mount it again afterwards.
Now I have to dismount();
Call the various TargetXXX calls and startCameraMove() calls.
Then I must schedule a call to mount() the camera again with the same delay as the duration of my TargetXXX.
setCurrentCameraXXX and setTargetCameraXXX
This is really neat for doing pullbacks, pans etc but mount() and dismount() calls lack the Target version
Change mount(); and dismount(); to
setCurrentCameraMount(); and setCurrentCameraDismount(); // Consistency!
the please give us
setTargetCameraMount(); and setTargetCameraDismount(); // Consistency!
Typically I have my camera mounted, dismount it to do some fancy stuff and then mount it again afterwards.
Now I have to dismount();
Call the various TargetXXX calls and startCameraMove() calls.
Then I must schedule a call to mount() the camera again with the same delay as the duration of my TargetXXX.
About the author
#2
04/06/2005 (12:20 am)
...which I think is what I said in my post ;)
#3
SceneWindow2D.setTargetCameraMount(5, $player);
without requiring a change to the engine :) again if you realize this then feel free to ignore this suggestion
04/06/2005 (12:24 am)
Yep, you are definately right, sorry if that came out as me trying to repeat what you just said... meant to just point out (unless you already know this then forget what I'm saying) that you could add a function call (mine was just a quick demo of what you said in your post) in script that would make your own function... so you could doSceneWindow2D.setTargetCameraMount(5, $player);
without requiring a change to the engine :) again if you realize this then feel free to ignore this suggestion
Torque 3D Owner Matthew Langley
Torque
function fxSceneWindow2D::setTargetCameraMount(%this, %time, %obj) { %this.setTargetCameraXXX(%obj.getPosition()); %thisstartCameraMove(%time); %this.schedule(%time, mount, %obj); }note that is just a rough idea, will want to check names