Hey i'm trying to make a trail effect in 2d... can anyone give me an example? i create a rectangle image and then place a small oval image behind it, trying to figure out how to get it to avoid the Clear screen, its a clean stiff image, no trail effect at the moment...
Trails...
Blitz3D Forums/Blitz3D Beginners Area/Trails... what do you mean by "Trail"?
1. Place every trail where you like
2. Make them to follow your image
3. Remove them after a short delay
The easiest way to add a "follow effect" or a "remove effect" can be achieved with Sprite Candy library in 2D or by using Mesh Factory library in 3D (3D trails)
For better results use random positions and/or removing times
2. Make them to follow your image
3. Remove them after a short delay
The easiest way to add a "follow effect" or a "remove effect" can be achieved with Sprite Candy library in 2D or by using Mesh Factory library in 3D (3D trails)
For better results use random positions and/or removing times
hmm, can you give me some basic code example? let me try to ASCII draw you a picture:
T-R-A-I-L--<[OBJ]
trying to think of sort of a emition system, were the trail image 'spawns' at the tail of the emitor, and removes itself after a short amount of time. producing a trail effect, but i cant figure out how to make these spawned images not be cleared by the Cls command everyloop, if i tried somthing like the above it would just have 1 image at the emition point continusly due to the others being cleared..
hopefuly that makes sense?
T-R-A-I-L--<[OBJ]
trying to think of sort of a emition system, were the trail image 'spawns' at the tail of the emitor, and removes itself after a short amount of time. producing a trail effect, but i cant figure out how to make these spawned images not be cleared by the Cls command everyloop, if i tried somthing like the above it would just have 1 image at the emition point continusly due to the others being cleared..
hopefuly that makes sense?
You could use a Type, and give it a 'self-destruction countdown' Field. The [OBJ] could create these trail Type particles along the way, say, each 100 millisecs. For each new particle, the time is set to 500.
The particles count down their self-destruct time, and when it is zero, they Delete themself.
The particles count down their self-destruct time, and when it is zero, they Delete themself.
You mean like a matrix-style bullet trail?
Here is an example of a mouse trail.
Graphics 800,600,32,2 SetBuffer BackBuffer() Type TTrail Field x# ;trail coordinate Field y# Field Time# ;time when trail deletes End Type While Not KeyHit(1) Cls MX# = MouseX() ;get current mouse coordinates MY# = MouseY() For Trail.TTrail = Each TTrail ;loop through trail If MilliSecs() > Trail\Time ;if time up, then delete trail Delete Trail Else TColor = (Trail\Time - MilliSecs())*255/3000 ;otherwise set color from white to black depending on how much time is left Color TColor,TColor,TColor Oval Trail\x-10,Trail\y-10,20,20 ;draw circle End If Next Color 255,255,255 ;make sure color is white again Oval MX-10,MY-10,20,20 ;draw cursor position Trail.TTrail = New TTrail ;save current cursor position in new trail Trail\x = MX Trail\y = MY Trail\Time = MilliSecs() + 3000 ;will delete in 3 seconds Flip False Wend
ahh i see, thanks!