75 lines
3.1 KiB
HTML
75 lines
3.1 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>Views</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h3>Views</h3>
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Finally, there is a tab labeled <b>views</b>. This gives a mechanism for
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drawing different parts of your room at different places on the screen.
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There are many uses for views. First of all, in a number of games you want
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to show only part of the room at any time. For example, in most platform
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games, the view follows the main character. In two-player games you often
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want a split-screen mode in which in one part of the screen you see one
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player and in another part you see the other player. A third use is in games
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in which part of the room should scroll (e.g. with the main character) while
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another part is fixed (for example some status panel). This can all be
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easily achieved in <i>Game Maker</i>.
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<p>
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When you click the tab labeled <b>views</b> the following information will
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show:
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<p>
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<img src="images/form_room_views.jpg">
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<p>
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At the top there is a box labeled <b>Enable the use of Views</b>. You must
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check this box to use views. Below this you see the list of at most eight
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views you can define. Below the list you can give information for the views.
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First of all you must indicate whether the view should be visible when the
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room starts. Make sure at least one view is visible. Visible views are shown
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in bold.
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<p>
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A view is defined by a rectangular area in the room. This is the area that
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must be shown in the view. You specify the position of the top-left corner and
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the width and height of this area. Secondly, you must specify where this area is
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shown in the window on the screen. This is called the (view)port.
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Again you specify the position of the top-left
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corner and the size. If you have a single view the position is typically (0,0).
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Note that the size of the port can be different from the size of the view. In this
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case the view will be scaled to fit in the port. (In code it is
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also possible to rotate a view.) The ports can overlap. In this
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case the are drawn in the indicated order on top of each other.
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<p>
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As indicated above, you often want the view to follow a certain object. This
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object you can indicate at the bottom. If there are multiple instances of
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this object, only the first one is followed by the view. (In code you can
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also indicate that a particular instance must be followed.) Normally the
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character should be able to walk around a bit without the view changing.
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Only when the character gets close to the boundary of the view, should the
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view change. You can specify the size of the border that must remain visible
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around the object. Finally, you can restrict the speed with which the view
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changes. This might mean that the character can walk off the screen, but it
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gives a much smoother game play. Use -1 if you want the view to change
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instantaneously.
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<!--END-->
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</body>
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</html>
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<!-- KEYWORDS
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views
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enabling views
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view port
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following an object
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multiple views
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split-view
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--> |