This is an old revision of the document!
Ver los anteriores tutoriales básicos para más información sobre la creación básica de objetos, manejo del reloj, jerarquía de fotogramas, animaciones, cámaras & vistas, música & sonido, efectos(FXs) y física.
Este tutorial muestra como dibujar un paralaje por movimiento; parallax scrolling(EN).
Como puedes ver, no hay un código especial para el paralaje por movimiento en sí.
Actualmente, el plugin de rendereo por defecto de orx tendrá esto en cuenta por tí, dependiendo de como tu pongas los atributos de los objetos en el fichero de configuración.
Por defecto en este tutorial, el atributo AutoDesplazamiento
(AutoScroll
) está puesto en 'ambos'('both').
Esto significa que un paralaje por movimiento sucederá en ambos ejes X y Y cuando se muevan las cámaras.
Tú puedes probar a poner este valor a la X, Y o cuando lo remuevas.
Along the AutoScroll
attribute, you can find the DepthScale
one.
This attribute is used to automatically adjust the objects' scale depending on how far they are from the camera.
The smaller the camera frustum is, the faster this autoscale will apply.
You can try to play with object positionning and camera near & far planes to achieve the desired scrolling and depth scale rates you want.
You can change the scrolling speed (ie. the camera move speed) in the config file. As usual, you can modify its value in real time and ask for a config history reload.
As you can see, our update code simply moves the camera in the 3D space.
Pressing arrows will move it along X and Y axis, and pressing control & alt keys will move it along the Z one.
As told before, all the parallax scrolling will happen because objects have been flagged appropriately.
Your code merely needs to move your camera in your scenery, without having to bother about any scrolling effect.
This gives you a full control about how many scrolling planes you want, and which objects should be affected by it.
The last point concerns the sky.
As seen in the frame tutorial, we set the sky object's frame as a child of the camera.
This means the position set for the sky object in the config file will always be relative to the camera one.
In other words, the sky will always follow the camera.
As we put it, by default, at a depth of 1000 (ie. the same value as the camera far frustum plane), it'll stay in the background.