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Panels - an easier way? #235080
11/05/08 21:04
11/05/08 21:04
Joined: Oct 2007
Posts: 116
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sydan Offline OP
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sydan  Offline OP
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Okay, I'm making a game that involves lots of panels appearing on the screen when needed. For this I currently have to set the panels to be visible and invisible when needed. I also nee to set there positions on the screen. This is all adding up to lots of lines of code and is getting messy! Is there some way of having one panel for a set of bmaps? Or maybe one for all the buttons for a certain thing as apposed to the individual panels I have now? Or maybe a way of making lots of panels visible under one command? I don't know this seems a little imposible. If anyone has any ideas please comment. Thanks a lot.

Sydan


For some reason, my ambition always seems to beat my ability.
Re: Panels - an easier way? [Re: sydan] #235082
11/05/08 21:23
11/05/08 21:23
Joined: Jul 2007
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flits Offline
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look under pan_setbmap(PANEL*,var type,var num,BMAP*) in the manaul


"empty"
Re: Panels - an easier way? [Re: flits] #235083
11/05/08 21:31
11/05/08 21:31
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Posts: 116
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sydan Offline OP
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sydan  Offline OP
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Is this an A7 function. Sorry I forgot to mention that I haven't had the ability to upgrade to A7 I'm an A6 user. frown would pan_setpos have a similar effect using the element number???


For some reason, my ambition always seems to beat my ability.
Re: Panels - an easier way? [Re: sydan] #235084
11/05/08 21:33
11/05/08 21:33
Joined: Oct 2007
Posts: 116
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sydan Offline OP
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sydan  Offline OP
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Posts: 116
wait no it wouldnt miss understanding there sorry.


For some reason, my ambition always seems to beat my ability.
Re: Panels - an easier way? [Re: sydan] #235085
11/05/08 21:33
11/05/08 21:33
Joined: Oct 2007
Posts: 116
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sydan Offline OP
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sydan  Offline OP
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Joined: Oct 2007
Posts: 116
wait no it wouldnt miss understanding there sorry.


For some reason, my ambition always seems to beat my ability.
Re: Panels - an easier way? [Re: sydan] #235090
11/05/08 21:45
11/05/08 21:45
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flits Offline
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its 6.40


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