Font.Draw not drawing text above sprite?
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Tasty Pastry
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Posted: Wed Jun 07, 2017 6:43 pm Post subject: 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?
Turing: |
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
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Posted: Wed Jun 07, 2017 7:59 pm Post subject: 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
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Posted: Wed Jun 07, 2017 8:07 pm Post subject: Re: RE:Font.Draw not drawing text above sprite? |
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Insectoid @ Wed Jun 07, 2017 7:59 pm wrote: 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
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Posted: Wed Jun 07, 2017 8:09 pm Post subject: 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. |
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Tasty Pastry
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Posted: Wed Jun 07, 2017 8:37 pm Post subject: Re: RE:Font.Draw not drawing text above sprite? |
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Insectoid @ Wed Jun 07, 2017 8:09 pm wrote: 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
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Posted: Thu Jun 08, 2017 4:49 am Post subject: 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. |
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