Advanced SCI Tutorials - The z-coordinate: Difference between revisions
No edit summary |
No edit summary |
||
Line 3: | Line 3: | ||
[[SCI Tutorials and Guides|SCI Tutorials and Guides Table of Contents]] | [[SCI Tutorials and Guides|SCI Tutorials and Guides Table of Contents]] | ||
<div align="center"><span style="font-size: 22pt">Chapter | <div align="center"><span style="font-size: 22pt">Chapter 5 - z-coordinate</span><br />''By [[]]''</div> | ||
<br /> | <br /> |
Latest revision as of 14:33, 29 April 2025
SCI Tutorials and Guides Table of Contents
By [[]]
Introduction
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.
References
Related Links
< Previous: Chapter 4 - Jumping Bug Next: Chapter 6 - SCI Memory Management (advanced) >