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Author Topic: Put an inventory icon on the screen  (Read 5755 times)

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SANNOI

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Put an inventory icon on the screen
« on: February 06, 2003, 02:05:25 AM »

Hi!

I've already programmed the interface of my game but I've got a problem. I'm trying to put an inventory icon on the screen (like Sam'n'Max), then I've created a global entity which is my icon. In the scenes without scroll, this entity is seen without problem but in the scenes with scroll it's fixed in a point (it doesn't move with the scroll)

I put this code in the main loop of the game daemon script.

Code: [Select]
global invIcon = Game.LoadEntity("interface\system\inv\inv.entity");

while(true){
  invIcon.SkipTo(60,40);
  invIcon.Active=true;

  [...]

}

Can anybody(Mnemonic) help me?

Thanks

SANNOI
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Mnemonic

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Re:Put an inventory icon on the screen
« Reply #1 on: February 06, 2003, 11:26:47 AM »

I don't think the entity is the right solution here, because the entities are part of the scene. A "window" would be much more suitable for this. Just create a transparent window, covering the whole screen, and the window will containt one button (-> your inventory icon).

Something like this:

Code: [Select]
WINDOW
{
  X = 0
  Y = 0
  WIDTH = 800
  HEIGHT = 600
  TRANSPARENT = TRUE
 
  BUTTON
  {
    NAME = "Inventory"
    X = 20
    Y = 20
    IMAGE = "inventory_icon.bmp"
    SCRIPT = "blah.script"
  }
}

You will then load the window in game.script using

Code: [Select]
var WinInventoryIcon = Game.LoadWindow("blahblah.window");
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