How Do I Simulate a drag on a Multiscreen Menu?

Hi All.

Ive created a multiscreen menu system that works great. However, I'd like to create a function that automatically advances/drags over to the extended part of the menu when a player has completed all of the levels within the current view. Im not sure how I should approach this since the drag function uses an 'IF TOUCHED, COMPARE X1 to X2' rule.

Any help would be appreciated.

Thanks.

Comments

  • mounted88mounted88 Member Posts: 1,113
    Check out this link
    http://www.deepblueapps.com/free-coverflow-template-gs/

    Also gshelper has or had one to if you check out gshelper.com

    Hope they help you some
  • kaanukikaanuki Member Posts: 154
    I will check them out - Thanks!
  • kaanukikaanuki Member Posts: 154
    Thanks for the feedback here. However, like I stated - I already created a multiscreen menu that works perfectly. What I would like to do is have that menu automatically scroll over to the next set of menu items when a user reaches a level that is actually a part of the menu that is not yet on screen.

    For example - how would you implement a function that automatically (no human interaction) scrolls from level 1 to level 5 in your menu?

    Thanks
  • mounted88mounted88 Member Posts: 1,113
    Oh misread your post, I'll check it out tomorrow and send you some stuff.
  • kaanukikaanuki Member Posts: 154
    Thanks @mounted88!
  • mounted88mounted88 Member Posts: 1,113
    @kaanuki well after spending like 6 hours trying to figure this out, im still at a stand still. Im going to keep trying to figure this out. I just wanted to keep you up dated on this. So you didnt think i forgot about you ;)
  • kaanukikaanuki Member Posts: 154
    Thanks. I also found the menu system in your link pretty helpful as well.
  • UtopianGamesUtopianGames Member Posts: 5,692
    edited April 2013
    Why don't you just interpolate the camera over to the new area?

    Make a game integer for the area count starting at 1 then going up by 1 each time a level is complete and do a rule with the camera if area = 1 interpolate camera position x to 240 if area=2 interpolate camera x to position 480 and so on.

    Darren.
  • kaanukikaanuki Member Posts: 154
    Thanks Darren.

    I wasnt clear about the manipulation of the camera controls. Let me give this a try...
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    I just used a boolean and a "move to" action to do that. What I did was if Game.Advance is true then move to X and Y. It worked for me. Also that "move to" was in the actor controlling the camera.
  • kaanukikaanuki Member Posts: 154
    edited April 2013
    Why don't you just interpolate the camera over to the new area?

    Make a game integer for the area count starting at 1 then going up by 1 each time a level is complete and do a rule with the camera if area = 1 interpolate camera position x to 240 if area=2 interpolate camera x to position 480 and so on.

    Darren.
    Thanks again, Darren.

    Works exactly like i need it to!

    BTW - You guys at DeepBlueApps have some of the most awesome tools Ive seen for GS. I think I will be getting the entire set (I need everyone of them!)
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