Wire Frame Regions and Filled Regions

Non-platform specific questions.

Wire Frame Regions and Filled Regions

Postby arcreamer » Tue Jul 31, 2007 10:08 pm

hey can someone give me an explanation of what a wire frame region and a filled region is?
arcreamer
 
Posts: 398
Joined: Tue Jul 03, 2007 4:08 pm
Score: 9 Give a positive score

Postby makslane » Tue Jul 31, 2007 11:04 pm

You can use to make invisible sensor areas in your game.
With the Filled Region, you can catch mouse down and up events.

Both can be used with collision events.
makslane
Site Admin
 
Posts: 3947
Joined: Sat Apr 05, 2003 6:47 pm
Score: 182 Give a positive score

Postby arcreamer » Wed Aug 01, 2007 1:39 am

whats an invisible sensor area? give me an example
arcreamer
 
Posts: 398
Joined: Tue Jul 03, 2007 4:08 pm
Score: 9 Give a positive score

Postby DocRabbit » Wed Aug 01, 2007 2:18 am

In just about any first person shooter, when you walk up to a door and it opens without you touching it, you entered trigger area that is tied to the door that tells it to open. This would be the same as an invisible sensor area.

You don't see it during gameplay, but moving across it, into it, and even out of it can be used to drop an apple on your head, open a trap door, or anything else that could be tied to an event.

Common uses I use them for would be surrounding each side of the viewport with them, then triggering the viewport to move in a "Zelda like fashion". If you have played the old Legend of Zelda, when you move into a new area, you stop moving and the screen moves into the new area, leaving you at the far side(left side if you moved out the right side, top if from bottom,etc)

Look at the snake/caveman tutorial, it has good examples.

Filled regions are perfect for capturing click events on plain text actors, just remember to disable click events on the text actor, then you draw the region around the text and gives you a good rectangle to capture click events. If you have ever had difficulty clicking on menus with text, good chance regions weren't used.
User avatar
DocRabbit
 
Posts: 114
Joined: Fri Oct 27, 2006 2:56 am
Score: 10 Give a positive score

Postby Fuzzy » Wed Aug 01, 2007 2:55 am

an invisible area actor is useful for when you want to draw an entire map/level/menu as one actor.

Draw all the buttons and whatnot as one piece in photoshop, then bring it into GE and overlay filled actors over the special areas.
Mortal Enemy of IF....THEN(and Inspector Gadget)

Still ThreeFingerPete to tekdino
User avatar
Fuzzy
 
Posts: 1068
Joined: Thu Mar 03, 2005 9:32 am
Location: Plymostic Programmer
Score: 95 Give a positive score

Postby arcreamer » Wed Aug 01, 2007 3:45 am

thanks!
arcreamer
 
Posts: 398
Joined: Tue Jul 03, 2007 4:08 pm
Score: 9 Give a positive score


Return to General

Who is online

Users browsing this forum: No registered users and 1 guest