Create Continuously Scrolling Tiled Backgrounds (Textures)

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Published on 25 May, 2012. Last updated 19 Feb, 2019

Rotating Tiles/Textures

This is very simple, it consists of creating a tiled background(texture) and applying a rotating behavious. The textures are sized very large so that if their point of rotation is on the edge of the layout, the texture edge still won't be scene.

Tutorial

- As before create the Tiled Background objects

- Add the object 'behaviour' rotate to each.

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- Open up the events editor.

- Enter the code below

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Note: The Tiled backgrounds are named generically here.

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Explaination: So that the textures are always large enough, both their height and width has been set to twice the longest length or the layout (width in this case).

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Please refer to the video tutorial, the Scirra Arcade upload or the .capz file for more information concerning these.

Please feel free to contact me if you have any questions.

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-Adam

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Edits/suggestions:

1- As pointed out by 'Yann'. Instead of using each tick to time the movement of the texture. Use delta time (dt) instead to ensure smoother movement un-restricted to FPS. As suggested:

Quote:

"It would look like:

Global number speed = 100 // in pixel by second

Every tick -> set Y to Arrow_Small.Y speed*dt

Arrow_Small: Y > 0 -> Arrow_Small: set Y to self.Y-256"

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