Of course it is possible. Make an empty room with proper GUI and buttons. Make your views with different sprites. Than use code player.ChangeView(int view); for change the view as you want.
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function initScreenRen(){ //initScreenRen() is called once in room_AfterFadeIn()
int pixelCounter; //pixel counter
pixelImg = DynamicSprite.Create(3, 3); //creates dynamic sprite for pixel 3x3 px
while (pixelCounter <= 65535){ //iterates through all AGS colours and makes pixels for them
bool highBit = true; //AGS color to RGB
if (pixelCounter > 65535) pixelCounter -= 65536;
rgb[0] = ((pixelCounter >> 11) & 31) << 3;
rgb[1] = ((pixelCounter >> 6) & 31) << 3;
rgb[2] = (pixelCounter & 31) << 3;
if (highBit)
{
rgb[0] = rgb[0] | 7;
rgb[1] = rgb[1] | 3;
rgb[2] = rgb[2] | 7; //end AGS color to RGB
}
DrawingSurface *pixelSurface = pixelImg.GetDrawingSurface(); //draw subpixels into pixelImg //CO KDYBYCHOM VYKRESLOVALI PŠ˜à ÂMO DO BANKY PIXELŠ®?
pixelSurface.DrawingColor = Game.GetColorFromRGB(rgb[0], 0, 0);
pixelSurface.DrawLine(0, 0, 0, 2);
pixelSurface.DrawingColor = Game.GetColorFromRGB(0, rgb[1], 0);
pixelSurface.DrawLine(1, 0, 1, 2);
pixelSurface.DrawingColor = Game.GetColorFromRGB(4, 4, rgb[2]); //end draw subpixels into pixelmg
pixelSurface.DrawLine(2, 0, 2, 2);
pixelSurface.Release();
pixelBank[pixelCounter] = DynamicSprite.CreateFromExistingSprite(pixelImg.Graphic); //move pixelIMG to array of dynamic sprites pixelBank
pixelCounter++; //iterates the color to 65535
}
object[0].Graphic = pixelBank[29999].Graphic; //null pointer? why? it iterates to 65535
}
DynamicSprite *pixelBank[65536];
DynamicSprite *pixelImg;
int rgb[3];
import function initScreenRen();
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