Thursday 25 October 2012

MDDN 243, Project 3, HUD

Our HUD for our game has gone through several different atheistic changes. All of them have had the same lines of code to keep them from working.
They have all be anchored to the screen so that they don't even leave the spot which they are in.

Our final HUD was quite complicated though.


For our new Hud we have the actor on the top left and the amount of charge which he had. The image of him changes depending on what your energy level is and also if you have a power up on or not.












They are all one actor type that has no collision on it so it doesn't get effected by other actors. So what happens is depending on a specific event the images will change.




As for the HUDs at the bottom of the screen. They represent the appliances which are in the room. At the beginning of the level they will all be unknown. which means that you have to find out where they are. Once you have found the appliance around the scene the image will then change to an image of that appliance. If you are outside of the charging region for the character the image will darken a little bit but once you get back in it will return to normal.


 Just like the Characters HUD these have no collisions and are anchored to the screen so they wont move and wont be affected by other objects in the room.

To get the Appliance HUDS to work I made it that when the character is in a region the animation for the HUDS actor will change depended on what happens.




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