Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: GarageGothic on Sat 01/04/2006 19:52:54

Title: SUGGESTION: RawDraw walkbehinds
Post by: GarageGothic on Sat 01/04/2006 19:52:54
This may be a strange request, since personally I have several workarounds. It's just something that would make it way easier for other users should I release my ShadowBox module to the public:

RawDrawWalkbehind(int walkbehind, int color)

The function would RawDraw a mask of the walkbehind area filled with a color set by the user (usually 63519). It's purpose would be to assist in other RawDraw and DynamicSprite functions.

Edit: Possibly there should be third parameter to decide whether the walkbehind should be drawn in positive or negative (fill the walkbehind area, or everything but the walkbehind area).
Title: Re: SUGGESTION: RawDraw walkbehinds
Post by: Pumaman on Sat 01/04/2006 20:06:57
This is a bit of a specialized request, is it something that anyone else would find useful?
Title: Re: SUGGESTION: RawDraw walkbehinds
Post by: GarageGothic on Sat 01/04/2006 20:26:05
Another solution, which might be easier to implement (but to be honest I don't have a clue if it actually is):

RawDrawImage(int x, int y, int slot, optional int baseline)

To rawdraw a sprite, but only the part of it which wouldn't been hidden behind a walkbehind if its baseline was set to a specific y coordinate.
Title: Re: SUGGESTION: RawDraw walkbehinds
Post by: Saberteeth on Sat 01/04/2006 20:32:10
Em, I'd find that useful, especialy for some cases where pixel perfection is required(eg, a door, prison bars, etc.).
Title: Re: SUGGESTION: RawDraw walkbehinds
Post by: Radiant on Sat 01/04/2006 21:11:36
Quote from: Pumaman on Sat 01/04/2006 20:06:57
This is a bit of a specialized request, is it something that anyone else would find useful?

Not really, unless people expect me to make a sequel to META.
Title: Re: SUGGESTION: RawDraw walkbehinds
Post by: Gilbert on Sun 02/04/2006 06:17:27
I'll say it can be very useful, IMO this can also expand to walkable areas (both for advanced users only). However, since we can have hi-res walk-behinds, we may need more thinking on the coordinate system used.