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Scene height?
http://45.55.195.193/viewtopic.php?f=73&t=23128
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Author:  Asklar [ Fri Apr 22, 2011 3:51 am ]
Post subject:  Scene height?

I want to spawn an emitter that fires lasers. The thing is that I want to spawn the pinned emitter from the very top of the map, so is there any function to get the height of the map?

Author:  Grif [ Fri Apr 22, 2011 3:52 am ]
Post subject:  Re: Scene height?

SceneMan.SceneHeight

Author:  CaveCricket48 [ Fri Apr 22, 2011 3:59 am ]
Post subject:  Re: Scene height?

The top of the map is Y-position 0.

Author:  Asklar [ Fri Apr 22, 2011 4:04 am ]
Post subject:  Re: Scene height?

Would this work for the position part?

HeightVar = SceneMan.SceneHeight
self.Pos + Vector((i-30),HeightVar)

Author:  CaveCricket48 [ Fri Apr 22, 2011 4:10 am ]
Post subject:  Re: Scene height?

Code:
self.Pos + Vector((i-30),0)

SceneMan.SceneHeight gets you the height of the map, but the 'zero' position starts at the top, and the Y-axis is upside-down (positive numbers down, negative above). Meaning, if you set the Y-position to be the scene's height, that would be the bottom of the map, not the top.

Author:  Asklar [ Fri Apr 22, 2011 4:18 am ]
Post subject:  Re: Scene height?

If I put self.Pos + Vector((i-30),0), would that change the Y position?

Author:  CaveCricket48 [ Fri Apr 22, 2011 4:23 am ]
Post subject:  Re: Scene height?

Vector((i-30),0) would have it at the scene's top. Having self.Pos added would have the y-axis the same as wherever "self" is on the y-axis.

Author:  Asklar [ Fri Apr 22, 2011 4:28 am ]
Post subject:  Re: Scene height?

In this case I use (i-30) as the x position because I spawn a lot of emitters very near with a for loop to reduce the amount of stuff written into the lua.

If instead I do

Code:
Laser.Pos.X = self.Pos.X + (i-30)
Laser.Pos.Y = 0


, would that work?

Author:  Coops [ Fri Apr 22, 2011 4:30 am ]
Post subject:  Re: Scene height?

If you giving it a position relative to another position, shouldn't you constantly just give it a Y value of 0?

Damnit, you beat me to it.

Author:  CaveCricket48 [ Fri Apr 22, 2011 4:31 am ]
Post subject:  Re: Scene height?

Quote:
Vector(self.Pos.X + (i-30),0)


Yah, pretty much. No need for extra variables though.

Author:  Asklar [ Fri Apr 22, 2011 4:37 am ]
Post subject:  Re: Scene height?

I'm still learning ;)

Question.

The top of the map is higher than the visible top of the map?
If it is, by how much aprox.?

Author:  CaveCricket48 [ Fri Apr 22, 2011 4:39 am ]
Post subject:  Re: Scene height?

Y-position 0 should be visible, and would be the top-most pixel you can see.

Author:  Asklar [ Fri Apr 22, 2011 4:40 am ]
Post subject:  Re: Scene height?

Aahhh.

And at which position do crafts go back to TradeStar?

Author:  CaveCricket48 [ Fri Apr 22, 2011 4:45 am ]
Post subject:  Re: Scene height?

About 50 pixels above 0. Not exactly sure the precise position.

Author:  Asklar [ Fri Apr 22, 2011 4:54 am ]
Post subject:  Re: Scene height?

This is odd.

For some reason, I don't know where the emitters are spawning. I know they are being spawned, I can hear their emission's sound, but I don't know where they are.

Code:
function Create(self) -- placed this before to check if the particle was spawning. Lol
   x = math.random(200)
   if x > 1 then
      print(x)
   end
end
function Update(self)

 for i = 1,60 do
   Laser = CreateAEmitter("Beam")
   Laser.Pos = Vector(self.Pos.X + (i-30),0)
   MovableMan:AddParticle(Laser)
 end
end


This is my code so far, and my guess is that there isn't any problem at all. What could it be?

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