A mask is just a layer, as Brent described.
--- Thomas Russ <[EMAIL PROTECTED]> wrote:

> 
> On Mar 24, 2007, at 6:54 PM, Brent Easton wrote:
> 
> >
> > Have the multi-step images in one layer. These are
> manipulate by  
> > your 'Step' commands. This can be an Always Active
> layer with all  
> > available step images in it.
> >
> > Have the blank counter in a seperate layer that is
> above (i.e.  
> > defined after, is below in the trait list) the
> Step layer. This can  
> > be an Activating layer. When it activates, the
> blank image will  
> > display over the top of the step images and hide
> them.
> 
> But isn't this the type of thing that masking is
> designed for?
> Wouldn't using a mask be simpler than having a
> separate blank counter?
> 
> >
> > Cheers,
> > Brent.
> >
> >> On 25/03/2007 at 1:46 AM mwilding wrote:
> >> I am creating a module for a game with multi-step
> unit counters. When
> >> the units are not in contact with the enemy a
> blank counter (no unit
> >> info showing) should be shown. When the counter
> goes to / from its
> >> blank state how do I keep it at the correct unit
> step?
> >
> >
>
____________________________________________________________
> > Brent Easton
> > Analyst/Programmer
> > University of Western Sydney
> > Email: [EMAIL PROTECTED]
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> 
> 




 
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