hi, gibs in AGS eine Funktion, die das Bild erschüttern lässt, z.B bei einem Erdbeben?
Falls es keine Spezielle Funktion gibt, hat jemand von euch Hinweise, wie man sowas programmiert?
Rütteleffekt
- indiana basti
- Verpackungs-Wegwerfer
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- Registriert: 03.09.2007, 19:14
Rütteleffekt
**Programmierer von Raiders Adventure**
- gff
- Profi-Abenteurer
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- Registriert: 09.03.2004, 18:49
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Re: Rütteleffekt
für 2.72(sicher auch in den 3.x Versionen):
ShakeScreen
ShakeScreen (int amount)
Shakes the screen to simulate, for example, an earthquake. AMOUNT is how much the screen shakes: 1 is hardly anything, and 25 is a lot.
Example:
ShakeScreen(5);
will shake the screen a little.
ShakeScreenBackground
ShakeScreenBackground (int delay, int amount, int length)
Shakes the screen to simulate, for example, an earthquake. The game is not paused while the screen shakes - it will continue in the background.
DELAY specifies the 'shakiness' of the shake - 2 is the lowest you can pass for this, and will create the most shaky screen.
AMOUNT specifies the ferociousness of the shake - ie. how much the screen moves by when it does shake. Here, 1 is a very tiny shake, up to about 30 for a ferocious shake.
LENGTH specifies how long the shake lasts for, in game loops. For example, 80 would be equivalent to 2 seconds at the default game speed.
You can abort any current background shake that is in progress by calling this command with the LENGTH parameter as zero.
Example:
ShakeScreenBackground (4, 10, 80);
will shake the screen a little for 2 seconds.
ShakeScreen
ShakeScreen (int amount)
Shakes the screen to simulate, for example, an earthquake. AMOUNT is how much the screen shakes: 1 is hardly anything, and 25 is a lot.
Example:
ShakeScreen(5);
will shake the screen a little.
ShakeScreenBackground
ShakeScreenBackground (int delay, int amount, int length)
Shakes the screen to simulate, for example, an earthquake. The game is not paused while the screen shakes - it will continue in the background.
DELAY specifies the 'shakiness' of the shake - 2 is the lowest you can pass for this, and will create the most shaky screen.
AMOUNT specifies the ferociousness of the shake - ie. how much the screen moves by when it does shake. Here, 1 is a very tiny shake, up to about 30 for a ferocious shake.
LENGTH specifies how long the shake lasts for, in game loops. For example, 80 would be equivalent to 2 seconds at the default game speed.
You can abort any current background shake that is in progress by calling this command with the LENGTH parameter as zero.
Example:
ShakeScreenBackground (4, 10, 80);
will shake the screen a little for 2 seconds.