How to use datablocks with GUIs?
by Adam Johnston · in Torque Game Builder · 03/23/2006 (9:50 am) · 4 replies
Hi there
I'm doing an animated GUI and right now I'm using code like this
Somebody has done this before?
I'm doing an animated GUI and right now I'm using code like this
%imgCtrl.setBitmap ("./jt_demo/client/images/numbers/num_int_09");
...
%imgCtrl.setBitmap ("./jt_demo/client/images/numbers/num_int_10");I was thinking if it was possible to use datablocks for this.Somebody has done this before?
#3
03/23/2006 (9:57 pm)
In the latest Beta 2 (listed still as beta 1.1 but the file is Beta2) there is a gui t2d scene object :) This will accomplish what you want, just give it a name in the GUI editor, then go to the console and to a .dump() to it and you should find all the functions needed, such as setSceneObject().
#4
03/23/2006 (9:59 pm)
Just to add more this means you can create a static sprite or an animated sprite and set it to the GUI object and then play any animations needed :) ITs what the new object libarary uses (you can thank Melv for the GUI object addition).
Torque Owner Joe Rossi
Indri Games
The other is using multiple SceneWindows as described here on TDN. tdn.garagegames.com/wiki/Torque_2D/StandardTutorials/Basics/GuiScene
After testing both I decided to go with a variant of the SceneWindow method... because that way seems more flexible, allows more than just simple animation, and it doesn't need to touch the engine source.