Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by amadeus

So I am working on an RPG, and I have a concept for level transitions that I would like to use like this:

http://fun.amadeusamade.us/transition/
[click to see the animation]

My question is really one of architecture. What would be the most efficient way to tackle this? Should I extend the game's drawing function? Should I create some crazy entity?

Is there another avenue I haven't thought of/I'm not away of yet?

Cheers

1 decade ago by Graphikos

Personally I'd do context draws as it's own class similar to the screen fade plugin. But then again.. All I do is context draws it seems. ;)

1 decade ago by alexandre

@amadeus
+1 Graphikos

I'd forget about entities; FX are a post-production item, something you can add via a third-party lib, and called from an overridden loadLevel method...

loadLevel: function(l)
{
  this.fx.diamonds(4, function(l){this.parent(l);}.bind(this));
}
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