GUI - Entity-Aligned Controls
[We can probably get by without this feature, though since we're stacking up a fair number of C++-only controls, it may be worth investigating.]
- Solution: "Magic box" controls that can be relative to an entity (eg health bars, rank icon, a circle of BfME train buttons); set the control properties and who gets it, and the rest is hidden in C++).
- Support for positioning controls relative to entities (ie the context-sensitive train buttons that surround a building).
GUI controls that remain relative to a world object, like hitpoint bars and "level-up" icons (perhaps an extension of billboard sprites?). Engine function to return object position relative to x/y screen coordinates.
Change History
(5)
Summary: |
Entity-Aligned Controls → GUI - Entity-Aligned Controls
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Milestone: |
Advanced Playability Demo
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Description: |
modified (diff)
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Milestone Advanced Playability Demo deleted