"YOU WIN" text display problem

NED

Well-known member
I have some text display for a long time now,
But I really want to fix it.

This is about this "You win" message.
The fact this level contain a platform and vertical scrolling completly mess the display of this text.

Exemple :
cVDAIwh.jpg


If Player is lower on Z axis (or Y axis on platform)
Text is still displayed on initial height

CODE of text entity

Code:
name	End1b
type	none#text
subtype  noskip 
shadow	0
setlayer    200#10#-1
lifespan   20#6#auto destruct time(en secondes)
animationscript data/scripts/slam.c

anim	idle
	loop	0
	delay	4#2
	offset	240 270
	bbox	0 0 0 0
	sound	data/sounds/foulewin.wav#1
	frame	data/sprites/wintxt.gif
	frame	data/sprites/empty.gif
	frame	data/sprites/wintxtb.gif
	frame	data/sprites/empty.gif

	frame	data/sprites/wintxt.gif
	frame	data/sprites/empty.gif
	frame	data/sprites/wintxtb.gif
	frame	data/sprites/empty.gif

	frame	data/sprites/wintxt.gif
	frame	data/sprites/empty.gif
	frame	data/sprites/wintxtb.gif
	frame	data/sprites/empty.gif

	sound	data/sounds/foulewin.wav
	frame	data/sprites/wintxt.gif
	frame	data/sprites/wintxt.gif#empty.gif
	frame	data/sprites/wintxt.gif#wintxtb.gif
	frame	data/sprites/wintxt.gif#empty.gif
	frame	data/sprites/wintxt.gif#wintxt.gif
	frame	data/sprites/wintxt.gif#empty.gif
	frame	data/sprites/wintxt.gif#wintxtb.gif
	frame	data/sprites/wintxt.gif#empty.gif

	delay	520#260####120#70#50#45#35#25
	sound	data/sounds/foule4.wav#2
	frame	data/sprites/wintxt.gif

	@cmd	killentity getlocalvar("self")
	frame	data/sprites/empty.gif#paus1.gif

CODE of spawning (in the stage txt file)

Code:
spawn	end1b#----------YOU WIN
flip    1
boss    1
coords	240 448 0#240 500 0#-80 500 0#240 270 0#-8 250#x z a
at      0


Any help is welcome
Thanks

BTW :

I'm using some similar text for FINISH/KO
spawned directly from the killed entity (enemy)

yhHSfDt.jpg

Code:
	subentity	finish
	spawnframe	9 240 270 0 1

This one don't have the display problem.

I think it's because stage spawning ignores camera position.

(Please, ignore the ring aspect, I'm recoding it from start... it's WIP)
 
BeasTie said:
try using type panel instead of none

you could also try the no scroll position script to spawn the entity - HERE
Thanks, I forgot this one, but.
Is'n't this script based on map level position? I need something ignoring level position but using screen position as a reference.
I might be wrong??

EDIT : I tested both scripts versions.
1st make even more "display problem" since, now text is no more alligned even in X axis

2nd don't make change, still Y/Z axis problem

White Dragon said:
use:
type panel
speedf 1

Thanks, it tested it.
The entity is still spawned at same wrong place :/


Is there no simple method to spaw something
-From level/stage file
-To screen position (not level position)
??


Technically, spawning from a character file make better results.
This might be the way to do it...

perhaps an entity auto killed that spawn the You win effect...
 
Ok do you want to spawn the WIN text at the screen center?
In this case use:

int hres = openborvariant("hresolution");
int vres = openborvariant("vresolution");
float xpos = openborvariant("xpos");
float ypos = openborvariant("ypos");

and spawn your entity with these params:
type panel
speedf 1
facing 1
setlayer 9999
noquake 1 1 # for GUI

in:
x = xpos+hres/2;
y = ypos+vres/2;
 
Thanks a lot.
Yes it's about center it.
Your settings method seems the best!

However I used some noobish way for the moment:
-Spawning some dummy entity "winer" in level file (I know there is a typo)
-"winer" spawn true "you win text" with spawnframe (so it can be centered)
It surprisingly worked well.

I keep your version as a possible way to fix it if my lazy version have problems

Anyway thanks a lot
 
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