scroling text

Blitz3D Forums/Blitz3D Beginners Area/scroling text

Agamer(Posted 2003) [#1]
I want to have a set of text which scroolls down theso it just scrolls up the screen any ideas


cermit(Posted 2003) [#2]
Create a tilemap with all the letters and just scroll its
x or y constants. if you need help with the tilemap code i can mail it to you or ask joker.. =)


Agamer(Posted 2003) [#3]
PLease can you mail it to me But isn't there an easyer way I want a n effect a bvit like starwars intro but straight up


cermit(Posted 2003) [#4]
I have mailed the tilemap now, try to change the maps height
and width.But the text is in the same size all the time i
dont know how to make it look closer to the screen like in starwars... good luck


Agamer(Posted 2003) [#5]
thanks


Agamer(Posted 2003) [#6]
Ok i making my own one and I going fine but I got to a point and it won't wright more maybe you can assist

AppTitle "Tilemap"

;Graphics
Graphics 640,480,16,2

;Buffer
SetBuffer BackBuffer()

;Map X and Y
map_x=150
map_y=480

;Dim tiles/letters
Dim tilemap(200,150)
Dim tile(200)

;Load all the tiles/letters
For width=0 To 37
tile(width)=LoadImage("Tiles/tile"+width+".bmp")
MaskImage tile(width),255,0,255
Next

;Get tiles/letters Position
Gosub gettiles

;End if keyhit esc
While Not KeyDown(1)

;Move Text up
map_y=map_y-1

;Text comes back if it disaperes
If map_y<=-150 Then map_y=map_y+640


;Clearscreen
Cls


;Draw tiles/letters
Gosub updatetiles

  ;Flip Buffer
  Flip
;Wend
Wend

;End
End

;Get Position
.gettiles
For height=0 To 10
For width=0 To 15
Read tilemap(width,height)
Next
Next
Return

;Draw
.updatetiles
For height=0 To 10
For width=0 To 16
If tilemap(width,height)>0 And tilemap(width,height)<=37 Then
If tilemap(width,height)<>0 Then
DrawImage tile(tilemap(width,height)),width*20+map_x,height*20+map_y
EndIf
EndIf
Next
Next
Return


;Map  0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Data  0, 23,5, 12,3,15,13, 5, 0,20,15, 0,20, 8, 5, 0
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Data  0, 0,12, 5,13,15,14, 1, 4, 5, 0, 7, 1,13, 5, 0, 0
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Data  25,15,21,18, 0, 1,13, 5, 0, 9,19, 0,20,15,0 
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Data  0, 0, 0, 5, 1,18,14, 0, 1,19, 0,13,21, 3, 8, 0
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Data  0, 0, 0, 0,13,15,14, 5,25, 0, 1,19, 0, 0, 0, 0
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Data  0, 0, 0, 0,16,15,19,19, 9, 2,12, 5, 0, 0, 0, 0
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Data  0, 0, 9,14, 0,30,27, 0, 4, 1,23,19, 0, 0, 0, 0
Data  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0



cermit(Posted 2003) [#7]
If you want a longer tilemap you should change the loops
and write some more data. Try to understand these loops
and you will know how to make a longer tilemap.

The loops are your height and width for your tilemap as
it sayes and the Gosub gettiles reads the data strings for you. If you dont have enough of data then error will appear
"Out of data" then add some more data.

this is kind of a lesson because when you have the code
you gotta studdy it and learn what its doing..
first then you can make a better tilemap with
loadanimframes instead of a loop wich loads like 40
images... if you need some more help you can mail me nirawin@...


wedoe(Posted 2003) [#8]
Here's a little textscroller, feel free to edit to your needs.

Graphics 640,480,16,1:Dim scroll$(100):Color 255,255,255
Type scr Field x,y,txt$ End Type:Global a
.scrollread:a=a+1:Read scroll$(a)
If Not scroll$(a)="EOF" Goto scrollread
a=a-1:SetBuffer BackBuffer():Repeat
For b=1 To a:ln.scr=New scr:Ln\x=200:Ln\y=490:ln\txt$=scroll$(b)
  For c=1 To 20:For ln.scr=Each scr:ln\y=ln\y-1:Text ln\x,ln\y,ln\txt$:If ln\y<-10 Then Delete ln.scr
 Next:Flip:Cls:Next:Next:Until KeyDown(1)
Data "Hello world":Data"Line two":Data"Line three":Data "EOF":End