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Show posts MenuQuoteAlso don't you think the text should be centered vertically as is currently done horizontally? I suppose something like that is in the tracker somewhere?
NewRoom(1);
SetCursorMode(MODE_WALK);
if (character[GetPlayerCharacter()].prevroom == 999) { // if coming from menu screen
SetCursorMode(MODE_WALK); // change to walk mode
}
//...
else if (overwhat == 2) { // if mouse is over a character
int charid = GetCharacterAt(mouse.x, mouse.y);
newguix = character[charid].x + (GetCharacterProperty(thechar, "descx"));
newguiy = character[charid].y + (GetCharacterProperty(GetCharacterAt(mouse.x, mouse.y), "descy"));
}
else if (overwhat == 3) { // if mouse is over an object
int objid = GetObjectAt(mouse.x, mouse.y);
newguix = GetObjectX(objid) + (GetObjectProperty(objid, "descx"));
newguiy = GetObjectY(objid) + (GetObjectProperty(objid, "descy"));
}
//...
#ifndef AGS_STRING_LENGTH
#define AGS_STRING_LENGTH 200
#endif
QuoteParse error: unexpected '#'
//...
int newguix, newguiy; // declare variables that will hold the GUI's new position
int overwhat = GetLocationType(mouse.x, mouse.y); // get what the mouse cursor is over
if (overwhat == 1) { // if mouse is over a hotspot
// get this hotspot's gui position values from its properties:
newguix = GetHotspotProperty(GetHotspotAt(mouse.x, mouse.y), "descx");
newguiy = GetHotspotProperty(GetHotspotAt(mouse.x, mouse.y), "descy");
}
else if (overwhat == 2) { // if mouse is over a character
newguix = GetCharacterProperty(GetCharacterAt(mouse.x, mouse.y), "descx");
newguiy = GetCharacterProperty(GetCharacterAt(mouse.x, mouse.y), "descy");
}
else if (overwhat == 3) { // if mouse is over an object
newguix = GetObjectProperty(GetObjectAt(mouse.x, mouse.y), "descx");
newguiy = GetObjectProperty(GetObjectAt(mouse.x, mouse.y), "descy");
}
SetGUIPosition(THENEWGUISNAME, newguix, newguiy);
//...
SetGUIPosition(THENEWGUISNAME, mouse.x, mouse.y);
Quote from: RickJ on Wed 02/02/2005 22:44:43QuoteI am not sure exactly what you mean by abbreviated prefix? Do you mean an abbreviation of the module name or additional abbreviations, such as "DelSection(), DelOption(), DelValue()" to control the list order in the auto complete. I think abbreviating the module name increases the possibility of name collisions.
Yes, a prefix should definitely be used. I also think adding a (maybe abbreviated) prefix to function names would help grouping related functions for the auto-complete feature.
struct IniFile {
import static function SomeStuff();
import static function SomeOtherStuff();
};
Quote from: RickJ on Wed 02/02/2005 22:44:43
I wonder if the demo game should be a seperate download though? The module files are so small in comparison.
Quote from: GarageGothic on Wed 09/02/2005 18:59:30As for the transparency thing: Keep in mind that this wouldn't work if you're using an all-transparent gui. Possibly an option to darken/tint disabled buttons would be another solution.
Quote from: Pumaman on Tue 08/02/2005 20:19:22Quote
mouse.ChangeModeGraphic doesn't work properly with the UseInv mouse cursor.
It works if it is the current cursor mode, but each time you cycle to it with mouse.SelectNextCursorMode, it resets to the active inv item's sprite.
Use SetGameOption with OPT_FIXEDINVCURSOR to stop this behaviour.
QuoteThe reason for that is that changing it would require people to rework tons and tons of code, for no real advantage.
if (IsInterfaceEnabled() == false) gMain.Transparency = 50;
else gMain.Transparency = 0;
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