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Re: Switching to RealBasic from Torque

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Switching to RealBasic from Torque
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 27 Jun 2005 08:39:09 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BA877070-B418-476D-980A-92475FF5B332 at gmail dot com>
At 4:19 AM +0200 6/25/05, Joel Reymont wrote:

What is the simplest way to implement this interface with RealBasic? I'm looking at RB 2005.

Plop a Canvas onto a window, stretch it out so that it fills the window, and do all of your drawing to its .Graphics property.

Look at the Picture class in the language reference to see how to set up a masked picture; you can easily set one up for each of your image/mask pairs, and then use g.DrawPicture to draw these as needed (where g is a Graphics object).

I read up on the SpriteSurface and it appears that it would not be good choice because the sprites cannot be masked. It does not seem that I can add button controls to the SS either.

It's also completely wrong for what you're trying to do -- you're not making a sprite game here.

Is the RB3DSpace control the way to go here? Any tips of implementing sprites with it?

Yes, there's an article about it in issue 1.1 of RB Developer magazine (<http://www.rbdeveloper.com>), and there's a Q about it in the RB3D FAQ (<http://www.strout.net/info/coding/rb/>). But it may be overkill. From your description, I'd try a Canvas first.

Will I be able to just drop buttons and other controls onto the 3DSpace surface?

No. You'll have to make them yourself, from scratch, but that's probably better for a game like yours anyway.

Best,
- Joe

--
Joe Strout                          REAL Software, Inc.

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