Difference between revisions of "The z-coordinate"
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Latest revision as of 18:16, 5 August 2013
Chapter 6 - z-coordinate
All the classes that extend from Feature (PV, View, Prop, Act, Ego) have a z coordinate. This can be used to 'elevate' the object above or below the ground. The same could be accomplished with the y coordinate, but change this will affect the motion classes applied to the actor, and it will also change the priority of the actor.
Walking on elevated ground.
Suppose we have a section of elevated ground on which the ego can walk. We could draw a particular control color over this elevated ground in the pic.
Supposing ctlGREEN was the control color:
Code:(method (doit) (super:doit()) (if (& (send gEgo:onControl()) ctlGREEN) (send gEgo:z(3)) // Ego is elevated by 3 pixels. )(else (send gEgo:z(0)) // Ego is back to normal ) )
Incidentally, changing the z-coordinate has the same effect as changing the Y coordinate of a view's 'placement' (these are the X and Y coordinates of the view in SCI Studio's view editor). However, the placement of a view is fixed, while the z-coordinate can be changed in code.
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