Gerrit,

To assign an image to a verb, use either setVerbImage(<image>) or
setVerbObject(<image>, <room>), with image being a currently loaded
object. Alban's setInventoryIcon script uses setVerbObject.

As for resizing and clipping, i think its much simpler if you just do
the resize & crop & border in your favourite image editor and import it.

If you are interested i did modify one of the scummc test programs to
dump all scripts from DOTT (which can then be passed through descumm),
which gave me a little insight into how everything really worked. I can
post a little patch here for it if you'd like.

With regard to the verb disc, i believe i need to have an object for the
back of it put onto the screen via drawObjectAt, then the relevant verbs
need to be placed around with assigned objects so they can be animated.

Although i'm not quite sure if i should be dynamically determining which
verbs to put on the disc, or if i should just use 3 fixed verbs and let
the object code figure out what i meant. I guess i'll have to look at
the Full Throttle & COMI scripts for a bit of insight.

Regards,

James S Urquhart

On Mon, 2007-10-22 at 14:54 -0700, Gerrit wrote:
> I've now added verb buttons for switching from Beasty to Santa and vice
> versa. It's nothing special, though. They appear after you "use" Santa
> for the first time. I couldn't figure out how to make verbs with zero
> objects, so they are now handled right in the inputHandler block.
> 
> It would probably look better if the verbs had the icons of the actors.
> I think that is how it was done in MM and DOTT. Do you know how to apply
> icons to verbs, and maybe resize or clip them to fit? The verb disk must
> surely be initialized with an icon too?
> -- 
>   Gerrit
>   [EMAIL PROTECTED]
> 
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