
-----------------------------------
Tasty Pastry
Wed Jun 07, 2017 6:43 pm

Font.Draw not drawing text above sprite?
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I'm making a game in turing, and I have a textbox sprite that im using for my textbox (obviously). However when I use Font.Draw it seems to be drawing it behind the sprite, although the the sprite is at layer 0. How do I fix this?



var TextBox : int := PicLoad ("TextBox.bmp")
var TextBoxSprite : int := Sprite.New (TextBox)

Sprite.SetPosition (TextBoxSprite, 685, 145, true)
Sprite.SetHeight (TextBoxSprite, 0)

Sprite.Show (TextBoxSprite)

fontPositionChoosex := 278
fontPositionChoosey := 185
TypewriterPrintSlow ("....") % A procedure that uses Font.Draw, i'll include it here just in case



proc TypewriterPrintSlow (text : string)
    for i : 1 .. length (text)
            delay (750)
            Font.Draw (text (i), fontPositionChoosex + x, fontPositionChoosey, font, colorText)
            
            x := x + 23
    end for
    put ""
    x := 0
end TypewriterPrintSlow



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Insectoid
Wed Jun 07, 2017 7:59 pm

RE:Font.Draw not drawing text above sprite?
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Non-sprites are considered to be at layer 0. A sprite with a negative height will be drawn under non-sprites.

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Tasty Pastry
Wed Jun 07, 2017 8:07 pm

Re: RE:Font.Draw not drawing text above sprite?
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Non-sprites are considered to be at layer 0. A sprite with a negative height will be drawn under non-sprites.

Yes but then the sprite is just drawn behind the background.

I think this may help but the text flashes right before going under the box.

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Insectoid
Wed Jun 07, 2017 8:09 pm

RE:Font.Draw not drawing text above sprite?
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Then your only other option is to make your text a sprite so it can have a layer, or stop using sprites entirely.

Sprites only really work well when everything is a sprite. Mixing them with raw text/images is a bad idea.

-----------------------------------
Tasty Pastry
Wed Jun 07, 2017 8:37 pm

Re: RE:Font.Draw not drawing text above sprite?
-----------------------------------
Then your only other option is to make your text a sprite so it can have a layer, or stop using sprites entirely.

Sprites only really work well when everything is a sprite. Mixing them with raw text/images is a bad idea.

How would I make my text a sprite? Would it work with my typrewiter proc?

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Insectoid
Thu Jun 08, 2017 4:49 am

RE:Font.Draw not drawing text above sprite?
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It's possible, but really messy and slow. You could draw the text, then save it to an image with pic.screensave, then load that image as a sprite. 

Or just stop using sprites, which is the solution I recommend and which will teach you much more valuable lessons.
