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  • 2D game big background images for maps

    - by WhiteCat
    Update: this question is general, not specific to Sprite Kit or a single language/platform. I'm toying with Sprite Kit with an idea to make a 2D side-scroller. Now the backgrounds for the maps are going to be hand-drawn and surely bigger than retina display, so the maps could span more than 1 screen in both axis. I imagine loading such a huge image could mean trouble and I don't plan to use tiling. I'm not sure how Sprite Kit splits images bigger than max texture size, if it does. I could split the images myself and use more sprites for each part of the background. What is the usual way to handle this?

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  • Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

    - by Neophyte
    I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will be at (0,0) while the second will be at (129,0). Unity on the other hand, has its own odd unit system, scaling on all transforms, pixel-to-units, othographic size, etc etc. So my question is two-fold, namely: Why does Unity have this system by default for 2d? Is it for mobile dev? Is there a big benefit I'm not seeing? How can I setup my environment, so that if I have a 128x128 sprite in Photoshop, it displays as a 128x128 sprite in Unity when I run my game? Note that I am targeting desktop exclusively.

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  • movement of sprites with kinect and xna

    - by pablopp83
    im working on a proyect with kinect sdk and xna 4.0. i need take the position of the hands and draw a sprite over it. im doing it directly and, because of that, i get a "trembling hands" effect. so, i was thinking on make the sprite move from the previous position to the new one, given in every frame by the new hand position. this way, the sprite does not jump from one position to another. this is working just fine, but im using a constant value for the velocity, and i really would like to use a variable velocity given by the difference between the prev and the new position. this is, if the hand move more quickly in the reality, the velocity will be higher. I really dont have a clue on how to make this works. can somebody point me in the right direction? thanks.

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • Help to understand directions of sprites in XNA

    - by 3Dkreativ
    If I want to move a sprite to the right and upwards in a 45 degree angle I use Vector2 direction = new Vector2(1,-1); And if the sprite should move straight to right Vector2 direction = new Vector2(1,0); But how would I do if I want another directions, lets say somewhere between this values? I have tested with some other values, but then the sprite either moves to fast and or in another direction than I expected!? I suspect it's about normalize!? Another thing I have problem with to understand. I'm doing a simple asteroids game as a task in a class in C# and XNA. When the asteroids hit the window borders, I want them to bounce back in a random direction, but I can't do this before I understand how directions and Vector2 works. Help is preciated! Thanks!

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  • Validatation error "Value Error : background-position Too many values or values are not" How to so

    - by metal-gear-solid
    Why validation giving this error. How to solve? ul#navigation li#navigation-3 a.current Value Error : background-position Too many values or values are not recognized : -164px -164px -36px -164px -164px -36px This is error screen. CSS ul#navigation { height: 36px; left: 300px; list-style-image: none; list-style-position: outside; list-style-type: none; position: relative; top: 74px; width: 603px; } ul#navigation li { display: inline; } ul#navigation li a { height: 36px; float: left; text-decoration: none; } ul#navigation li a:link, ul#navigation li a:visited {font-family:Arial; color:#595959; font-size:1.1em; font-weight:bold } ul#navigation li a:hover, ul#navigation li a:active {color:#404040} ul#navigation li a span { display:block; float:left; padding-left:8px; padding-top:14px;} ul#navigation li#navigation-1 a { width: 53px; background: url(../images/menu-sprite.jpg) no-repeat 0px 0; } ul#navigation li#navigation-1 a:active, ul#navigation li#navigation-1 a:hover { background-position: 0px -36px; } ul#navigation li#navigation-1 a.current { background-position: 0px 0px -36px; } ul#navigation li#navigation-2 a { width: 111px; background: url(../images/menu-sprite.jpg) no-repeat -53px 0; } ul#navigation li#navigation-2 a:active, ul#navigation li#navigation-2 a:hover { background-position: -53px -36px; } ul#navigation li#navigation-2 a.current { background-position: -53px -53px -36px; } ul#navigation li#navigation-3 a { width: 78px; background: url(../images/menu-sprite.jpg) no-repeat -164px 0; } ul#navigation li#navigation-3 a:active, ul#navigation li#navigation-3 a:hover { background-position: -164px -36px; } ul#navigation li#navigation-3 a.current { background-position: -164px -164px -36px; } ul#navigation li#navigation-4 a { width: 100px; background: url(../images/menu-sprite.jpg) no-repeat -242px 0; } ul#navigation li#navigation-4 a:active, ul#navigation li#navigation-4 a:hover { background-position: -242px -36px; } ul#navigation li#navigation-4 a.current { background-position: -242px -242px -36px; } ul#navigation li#navigation-5 a { width: 88px; background: url(../images/menu-sprite.jpg) no-repeat -342px 0; } ul#navigation li#navigation-5 a:active, ul#navigation li#navigation-5 a:hover { background-position: -342px -36px; } ul#navigation li#navigation-5 a.current { background-position: -342px -342px -36px; } ul#navigation li#navigation-6 a { width: 96px; background: url(../images/menu-sprite.jpg) no-repeat -430px 0; } ul#navigation li#navigation-6 a:active, ul#navigation li#navigation-6 a:hover { background-position: -430px -36px; } ul#navigation li#navigation-6 a.current { background-position: -430px -430px -36px; } ul#navigation li#navigation-7 a { width: 77px; background: url(../images/menu-sprite.jpg) no-repeat -526px 0; } ul#navigation li#navigation-7 a:active, ul#navigation li#navigation-7 a:hover { background-position: -526px -36px; } ul#navigation li#navigation-7 a.current { background-position: -526px -526px -36px; }

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  • how to use 3D map Actionscript class in mxml file for display map.

    - by nemade-vipin
    hello friends, I have created the application in which I have to use 3D map Action Script class in mxml file to display a map in form. that is in tab navigator last tab. My ActionScript 3D map class is(FlyingDirections):- package src.SBTSCoreObject { import src.SBTSCoreObject.JSONDecoder; import com.google.maps.InfoWindowOptions; import com.google.maps.LatLng; import com.google.maps.LatLngBounds; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.MapUtil; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import com.google.maps.interfaces.IPolyline; import com.google.maps.overlays.Marker; import com.google.maps.overlays.MarkerOptions; import com.google.maps.services.Directions; import com.google.maps.services.DirectionsEvent; import com.google.maps.services.Route; import flash.display.Bitmap; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.Sprite; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.MouseEvent; import flash.events.TimerEvent; import flash.filters.DropShadowFilter; import flash.geom.Point; import flash.net.URLLoader; import flash.net.URLRequest; import flash.net.navigateToURL; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.text.TextFormat; import flash.utils.Timer; import flash.utils.getTimer; public class FlyingDirections extends Map3D { /** * Panoramio home page. */ private static const PANORAMIO_HOME:String = "http://www.panoramio.com/"; /** * The icon for the car. */ [Embed("assets/car-icon-24px.png")] private static const Car:Class; /** * The Panoramio icon. */ [Embed("assets/iw_panoramio.png")] private static const PanoramioIcon:Class; /** * We animate a zoom in to the start the route before the car starts * to move. This constant sets the time in seconds over which this * zoom occurs. */ private static const LEAD_IN_DURATION:Number = 3; /** * Duration of the trip in seconds. */ private static const TRIP_DURATION:Number = 40; /** * Constants that define the geometry of the Panoramio image markers. */ private static const BORDER_T:Number = 3; private static const BORDER_L:Number = 10; private static const BORDER_R:Number = 10; private static const BORDER_B:Number = 3; private static const GAP_T:Number = 2; private static const GAP_B:Number = 1; private static const IMAGE_SCALE:Number = 1; /** * Trajectory that the camera follows over time. Each element is an object * containing properties used to generate parameter values for flyTo(..). * fraction = 0 corresponds to the start of the trip; fraction = 1 * correspondsto the end of the trip. */ private var FLY_TRAJECTORY:Array = [ { fraction: 0, zoom: 6, attitude: new Attitude(0, 0, 0) }, { fraction: 0.2, zoom: 8.5, attitude: new Attitude(30, 30, 0) }, { fraction: 0.5, zoom: 9, attitude: new Attitude(30, 40, 0) }, { fraction: 1, zoom: 8, attitude: new Attitude(50, 50, 0) }, { fraction: 1.1, zoom: 8, attitude: new Attitude(130, 50, 0) }, { fraction: 1.2, zoom: 8, attitude: new Attitude(220, 50, 0) }, ]; /** * Number of panaramio photos for which we load data. We&apos;ll select a * subset of these approximately evenly spaced along the route. */ private static const NUM_GEOTAGGED_PHOTOS:int = 50; /** * Number of panaramio photos that we actually show. */ private static const NUM_SHOWN_PHOTOS:int = 7; /** * Scaling between real trip time and animation time. */ private static const SCALE_TIME:Number = 0.001; /** * getTimer() value at the instant that we start the trip. If this is 0 then * we have not yet started the car moving. */ private var startTimer:int = 0; /** * The current route. */ private var route:Route; /** * The polyline for the route. */ private var polyline:IPolyline; /** * The car marker. */ private var marker:Marker; /** * The cumulative duration in seconds over each step in the route. * cumulativeStepDuration[0] is 0; cumulativeStepDuration[1] adds the * duration of step 0; cumulativeStepDuration[2] adds the duration * of step 1; etc. */ private var cumulativeStepDuration:/*Number*/Array = []; /** * The cumulative distance in metres over each vertex in the route polyline. * cumulativeVertexDistance[0] is 0; cumulativeVertexDistance[1] adds the * distance to vertex 1; cumulativeVertexDistance[2] adds the distance to * vertex 2; etc. */ private var cumulativeVertexDistance:Array; /** * Array of photos loaded from Panoramio. This array has the same format as * the &apos;photos&apos; property within the JSON returned by the Panoramio API * (see http://www.panoramio.com/api/), with additional properties added to * individual photo elements to hold the loader structures that fetch * the actual images. */ private var photos:Array = []; /** * Array of polyline vertices, where each element is in world coordinates. * Several computations can be faster if we can use world coordinates * instead of LatLng coordinates. */ private var worldPoly:/*Point*/Array; /** * Whether the start button has been pressed. */ private var startButtonPressed:Boolean = false; /** * Saved event from onDirectionsSuccess call. */ private var directionsSuccessEvent:DirectionsEvent = null; /** * Start button. */ private var startButton:Sprite; /** * Alpha value used for the Panoramio image markers. */ private var markerAlpha:Number = 0; /** * Index of the current driving direction step. Used to update the * info window content each time we progress to a new step. */ private var currentStepIndex:int = -1; /** * The fly directions map constructor. * * @constructor */ public function FlyingDirections() { key="ABQIAAAA7QUChpcnvnmXxsjC7s1fCxQGj0PqsCtxKvarsoS-iqLdqZSKfxTd7Xf-2rEc_PC9o8IsJde80Wnj4g"; super(); addEventListener(MapEvent.MAP_PREINITIALIZE, onMapPreinitialize); addEventListener(MapEvent.MAP_READY, onMapReady); } /** * Handles map preintialize. Initializes the map center and zoom level. * * @param event The map event. */ private function onMapPreinitialize(event:MapEvent):void { setInitOptions(new MapOptions({ center: new LatLng(-26.1, 135.1), zoom: 4, viewMode: View.VIEWMODE_PERSPECTIVE, mapType:MapType.PHYSICAL_MAP_TYPE })); } /** * Handles map ready and looks up directions. * * @param event The map event. */ private function onMapReady(event:MapEvent):void { enableScrollWheelZoom(); enableContinuousZoom(); addControl(new NavigationControl()); // The driving animation will be updated on every frame. addEventListener(Event.ENTER_FRAME, enterFrame); addStartButton(); // We start the directions loading now, so that we&apos;re ready to go when // the user hits the start button. var directions:Directions = new Directions(); directions.addEventListener( DirectionsEvent.DIRECTIONS_SUCCESS, onDirectionsSuccess); directions.addEventListener( DirectionsEvent.DIRECTIONS_FAILURE, onDirectionsFailure); directions.load("48 Pirrama Rd, Pyrmont, NSW to Byron Bay, NSW"); } /** * Adds a big blue start button. */ private function addStartButton():void { startButton = new Sprite(); startButton.buttonMode = true; startButton.addEventListener(MouseEvent.CLICK, onStartClick); startButton.graphics.beginFill(0x1871ce); startButton.graphics.drawRoundRect(0, 0, 150, 100, 10, 10); startButton.graphics.endFill(); var startField:TextField = new TextField(); startField.autoSize = TextFieldAutoSize.LEFT; startField.defaultTextFormat = new TextFormat("_sans", 20, 0xffffff, true); startField.text = "Start!"; startButton.addChild(startField); startField.x = 0.5 * (startButton.width - startField.width); startField.y = 0.5 * (startButton.height - startField.height); startButton.filters = [ new DropShadowFilter() ]; var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.addChild(startButton); startButton.x = 0.5 * (container.width - startButton.width); startButton.y = 0.5 * (container.height - startButton.height); var panoField:TextField = new TextField(); panoField.autoSize = TextFieldAutoSize.LEFT; panoField.defaultTextFormat = new TextFormat("_sans", 11, 0x000000, true); panoField.text = "Photos provided by Panoramio are under the copyright of their owners."; container.addChild(panoField); panoField.x = container.width - panoField.width - 5; panoField.y = 5; } /** * Handles directions success. Starts flying the route if everything * is ready. * * @param event The directions event. */ private function onDirectionsSuccess(event:DirectionsEvent):void { directionsSuccessEvent = event; flyRouteIfReady(); } /** * Handles click on the start button. Starts flying the route if everything * is ready. */ private function onStartClick(event:MouseEvent):void { startButton.removeEventListener(MouseEvent.CLICK, onStartClick); var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.removeChild(startButton); startButtonPressed = true; flyRouteIfReady(); } /** * If we have loaded the directions and the start button has been pressed * start flying the directions route. */ private function flyRouteIfReady():void { if (!directionsSuccessEvent || !startButtonPressed) { return; } var directions:Directions = directionsSuccessEvent.directions; // Extract the route. route = directions.getRoute(0); // Draws the polyline showing the route. polyline = directions.createPolyline(); addOverlay(directions.createPolyline()); // Creates a car marker that is moved along the route. var car:DisplayObject = new Car(); marker = new Marker(route.startGeocode.point, new MarkerOptions({ icon: car, iconOffset: new Point(-car.width / 2, -car.height) })); addOverlay(marker); transformPolyToWorld(); createCumulativeArrays(); // Load Panoramio data for the region covered by the route. loadPanoramioData(directions.bounds); var duration:Number = route.duration; // Start a timer that will trigger the car moving after the lead in time. var leadInTimer:Timer = new Timer(LEAD_IN_DURATION * 1000, 1); leadInTimer.addEventListener(TimerEvent.TIMER, onLeadInDone); leadInTimer.start(); var flyTime:Number = -LEAD_IN_DURATION; // Set up the camera flight trajectory. for each (var flyStep:Object in FLY_TRAJECTORY) { var time:Number = flyStep.fraction * duration; var center:LatLng = latLngAt(time); var scaledTime:Number = time * SCALE_TIME; var zoom:Number = flyStep.zoom; var attitude:Attitude = flyStep.attitude; var elapsed:Number = scaledTime - flyTime; flyTime = scaledTime; flyTo(center, zoom, attitude, elapsed); } } /** * Loads Panoramio data for the route bounds. We load data about more photos * than we need, then select a subset lying along the route. * @param bounds Bounds within which to fetch images. */ private function loadPanoramioData(bounds:LatLngBounds):void { var params:Object = { order: "popularity", set: "full", from: "0", to: NUM_GEOTAGGED_PHOTOS.toString(10), size: "small", minx: bounds.getWest(), miny: bounds.getSouth(), maxx: bounds.getEast(), maxy: bounds.getNorth() }; var loader:URLLoader = new URLLoader(); var request:URLRequest = new URLRequest( "http://www.panoramio.com/map/get_panoramas.php?" + paramsToString(params)); loader.addEventListener(Event.COMPLETE, onPanoramioDataLoaded); loader.addEventListener(IOErrorEvent.IO_ERROR, onPanoramioDataFailed); loader.load(request); } /** * Transforms the route polyline to world coordinates. */ private function transformPolyToWorld():void { var numVertices:int = polyline.getVertexCount(); worldPoly = new Array(numVertices); for (var i:int = 0; i < numVertices; ++i) { var vertex:LatLng = polyline.getVertex(i); worldPoly[i] = fromLatLngToPoint(vertex, 0); } } /** * Returns the time at which the route approaches closest to the * given point. * @param world Point in world coordinates. * @return Route time at which the closest approach occurs. */ private function getTimeOfClosestApproach(world:Point):Number { var minDistSqr:Number = Number.MAX_VALUE; var numVertices:int = worldPoly.length; var x:Number = world.x; var y:Number = world.y; var minVertex:int = 0; for (var i:int = 0; i < numVertices; ++i) { var dx:Number = worldPoly[i].x - x; var dy:Number = worldPoly[i].y - y; var distSqr:Number = dx * dx + dy * dy; if (distSqr < minDistSqr) { minDistSqr = distSqr; minVertex = i; } } return cumulativeVertexDistance[minVertex]; } /** * Returns the array index of the first element that compares greater than * the given value. * @param ordered Ordered array of elements. * @param value Value to use for comparison. * @return Array index of the first element that compares greater than * the given value. */ private function upperBound(ordered:Array, value:Number, first:int=0, last:int=-1):int { if (last < 0) { last = ordered.length; } var count:int = last - first; var index:int; while (count > 0) { var step:int = count >> 1; index = first + step; if (value >= ordered[index]) { first = index + 1; count -= step - 1; } else { count = step; } } return first; } /** * Selects up to a given number of photos approximately evenly spaced along * the route. * @param ordered Array of photos, each of which is an object with * a property &apos;closestTime&apos;. * @param number Number of photos to select. */ private function selectEvenlySpacedPhotos(ordered:Array, number:int):Array { var start:Number = cumulativeVertexDistance[0]; var end:Number = cumulativeVertexDistance[cumulativeVertexDistance.length - 2]; var closestTimes:Array = []; for each (var photo:Object in ordered) { closestTimes.push(photo.closestTime); } var selectedPhotos:Array = []; for (var i:int = 0; i < number; ++i) { var idealTime:Number = start + ((end - start) * (i + 0.5) / number); var index:int = upperBound(closestTimes, idealTime); if (index < 1) { index = 0; } else if (index >= ordered.length) { index = ordered.length - 1; } else { var errorToPrev:Number = Math.abs(idealTime - closestTimes[index - 1]); var errorToNext:Number = Math.abs(idealTime - closestTimes[index]); if (errorToPrev < errorToNext) { --index; } } selectedPhotos.push(ordered[index]); } return selectedPhotos; } /** * Handles completion of loading the Panoramio index data. Selects from the * returned photo indices a subset of those that lie along the route and * initiates load of each of these. * @param event Load completion event. */ private function onPanoramioDataLoaded(event:Event):void { var loader:URLLoader = event.target as URLLoader; var decoder:JSONDecoder = new JSONDecoder(loader.data as String); var allPhotos:Array = decoder.getValue().photos; for each (var photo:Object in allPhotos) { var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); photo.closestTime = getTimeOfClosestApproach(fromLatLngToPoint(latLng, 0)); } allPhotos.sortOn("closestTime", Array.NUMERIC); photos = selectEvenlySpacedPhotos(allPhotos, NUM_SHOWN_PHOTOS); for each (photo in photos) { var photoLoader:Loader = new Loader(); // The images aren&apos;t on panoramio.com: we can&apos;t acquire pixel access // using "new LoaderContext(true)". photoLoader.load( new URLRequest(photo.photo_file_url)); photo.loader = photoLoader; // Save the loader info: we use this to find the original element when // the load completes. photo.loaderInfo = photoLoader.contentLoaderInfo; photoLoader.contentLoaderInfo.addEventListener( Event.COMPLETE, onPhotoLoaded); } } /** * Creates a MouseEvent listener function that will navigate to the given * URL in a new window. * @param url URL to which to navigate. */ private function createOnClickUrlOpener(url:String):Function { return function(event:MouseEvent):void { navigateToURL(new URLRequest(url)); }; } /** * Handles completion of loading an individual Panoramio image. * Adds a custom marker that displays the image. Initially this is made * invisible so that it can be faded in as needed. * @param event Load completion event. */ private function onPhotoLoaded(event:Event):void { var loaderInfo:LoaderInfo = event.target as LoaderInfo; // We need to find which photo element this image corresponds to. for each (var photo:Object in photos) { if (loaderInfo == photo.loaderInfo) { var imageMarker:Sprite = createImageMarker(photo.loader, photo.owner_name, photo.owner_url); var options:MarkerOptions = new MarkerOptions({ icon: imageMarker, hasShadow: true, iconAlignment: MarkerOptions.ALIGN_BOTTOM | MarkerOptions.ALIGN_LEFT }); var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); var marker:Marker = new Marker(latLng, options); photo.marker = marker; addOverlay(marker); // A hack: we add the actual image after the overlay has been added, // which creates the shadow, so that the shadow is valid even if we // don&apos;t have security privileges to generate the shadow from the // image. marker.foreground.visible = false; marker.shadow.alpha = 0; var imageHolder:Sprite = new Sprite(); imageHolder.addChild(photo.loader); imageHolder.buttonMode = true; imageHolder.addEventListener( MouseEvent.CLICK, createOnClickUrlOpener(photo.photo_url)); imageMarker.addChild(imageHolder); return; } } trace("An image was loaded which could not be found in the photo array."); } /** * Creates a custom marker showing an image. */ private function createImageMarker(child:DisplayObject, ownerName:String, ownerUrl:String):Sprite { var content:Sprite = new Sprite(); var panoramioIcon:Bitmap = new PanoramioIcon(); var iconHolder:Sprite = new Sprite(); iconHolder.addChild(panoramioIcon); iconHolder.buttonMode = true; iconHolder.addEventListener(MouseEvent.CLICK, onPanoramioIconClick); panoramioIcon.x = BORDER_L; panoramioIcon.y = BORDER_T; content.addChild(iconHolder); // NOTE: we add the image as a child only after we&apos;ve added the marker // to the map. Currently the API requires this if it&apos;s to generate the // shadow for unprivileged content. // Shrink the image, so that it doesn&apos;t obcure too much screen space. // Ideally, we&apos;d subsample, but we don&apos;t have pixel level access. child.scaleX = IMAGE_SCALE; child.scaleY = IMAGE_SCALE; var imageW:Number = child.width; var imageH:Number = child.height; child.x = BORDER_L + 30; child.y = BORDER_T + iconHolder.height + GAP_T; var authorField:TextField = new TextField(); authorField.autoSize = TextFieldAutoSize.LEFT; authorField.defaultTextFormat = new TextFormat("_sans", 12); authorField.text = "author:"; content.addChild(authorField); authorField.x = BORDER_L; authorField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var ownerField:TextField = new TextField(); ownerField.autoSize = TextFieldAutoSize.LEFT; var textFormat:TextFormat = new TextFormat("_sans", 14, 0x0e5f9a); ownerField.defaultTextFormat = textFormat; ownerField.htmlText = "<a href=\"" + ownerUrl + "\" target=\"_blank\">" + ownerName + "</a>"; content.addChild(ownerField); ownerField.x = BORDER_L + authorField.width; ownerField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var totalW:Number = BORDER_L + Math.max(imageW, ownerField.width + authorField.width) + BORDER_R; var totalH:Number = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B + ownerField.height + BORDER_B; content.graphics.beginFill(0xffffff); content.graphics.drawRoundRect(0, 0, totalW, totalH, 10, 10); content.graphics.endFill(); var marker:Sprite = new Sprite(); marker.addChild(content); content.x = 30; content.y = 0; marker.graphics.lineStyle(); marker.graphics.beginFill(0xff0000); marker.graphics.drawCircle(0, totalH + 30, 3); marker.graphics.endFill(); marker.graphics.lineStyle(2, 0xffffff); marker.graphics.moveTo(30 + 10, totalH - 10); marker.graphics.lineTo(0, totalH + 30); return marker; } /** * Handles click on the Panoramio icon. */ private function onPanoramioIconClick(event:MouseEvent):void { navigateToURL(new URLRequest(PANORAMIO_HOME)); } /** * Handles failure of a Panoramio image load. */ private function onPanoramioDataFailed(event:IOErrorEvent):void { trace("Load of image failed: " + event); } /** * Returns a string containing cgi query parameters. * @param Associative array mapping query parameter key to value. * @return String containing cgi query parameters. */ private static function paramsToString(params:Object):String { var result:String = ""; var separator:String = ""; for (var key:String in params) { result += separator + encodeURIComponent(key) + "=" + encodeURIComponent(params[key]); separator = "&"; } return result; } /** * Called once the lead-in flight is done. Starts the car driving along * the route and starts a timer to begin fade in of the Panoramio * images in 1.5 seconds. */ private function onLeadInDone(event:Event):void { // Set startTimer non-zero so that the car starts to move. startTimer = getTimer(); // Start a timer that will fade in the Panoramio images. var fadeInTimer:Timer = new Timer(1500, 1); fadeInTimer.addEventListener(TimerEvent.TIMER, onFadeInTimer); fadeInTimer.start(); } /** * Handles the fade in timer&apos;s TIMER event. Sets markerAlpha above zero * which causes the frame enter handler to fade in the markers. */ private function onFadeInTimer(event:Event):void { markerAlpha = 0.01; } /** * The end time of the flight. */ private function get endTime():Number { if (!cumulativeStepDuration || cumulativeStepDuration.length == 0) { return startTimer; } return startTimer + cumulativeStepDuration[cumulativeStepDuration.length - 1]; } /** * Creates the cumulative arrays, cumulativeStepDuration and * cumulativeVertexDistance. */ private function createCumulativeArrays():void { cumulativeStepDuration = new Array(route.numSteps + 1); cumulativeVertexDistance = new Array(polyline.getVertexCount() + 1); var polylineTotal:Number = 0; var total:Number = 0; var numVertices:int = polyline.getVertexCount(); for (var stepIndex:int = 0; stepIndex < route.numSteps; ++stepIndex) { cumulativeStepDuration[stepIndex] = total; total += route.getStep(stepIndex).duration; var startVertex:int = stepIndex >= 0 ? route.getStep(stepIndex).polylineIndex : 0; var endVertex:int = stepIndex < (route.numSteps - 1) ? route.getStep(stepIndex + 1).polylineIndex : numVertices; var duration:Number = route.getStep(stepIndex).duration; var stepVertices:int = endVertex - startVertex; var latLng:LatLng = polyline.getVertex(startVertex); for (var vertex:int = startVertex; vertex < endVertex; ++vertex) { cumulativeVertexDistance[vertex] = polylineTotal; if (vertex < numVertices - 1) { var nextLatLng:LatLng = polyline.getVertex(vertex + 1); polylineTotal += nextLatLng.distanceFrom(latLng); } latLng = nextLatLng; } } cumulativeStepDuration[stepIndex] = total; } /** * Opens the info window above the car icon that details the given * step of the driving directions. * @param stepIndex Index of the current step. */ private function openInfoForStep(stepIndex:int):void { // Sets the content of the info window. var content:String; if (stepIndex >= route.numSteps) { content = "<b>" + route.endGeocode.address + "</b>" + "<br /><br />" + route.summaryHtml; } else { content = "<b>" + stepIndex + ".</b> " + route.getStep(stepIndex).descriptionHtml; } marker.openInfoWindow(new InfoWindowOptions({ contentHTML: content })); } /** * Displays the driving directions step appropriate for the given time. * Opens the info window showing the step instructions each time we * progress to a new step. * @param time Time for which to display the step. */ private function displayStepAt(time:Number):void { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex >= 0 && stepIndex <= maxStepIndex && currentStepIndex != stepIndex) { openInfoForStep(stepIndex); currentStepIndex = stepIndex; } } /** * Returns the LatLng at which the car should be positioned at the given * time. * @param time Time for which LatLng should be found. * @return LatLng. */ private function latLngAt(time:Number):LatLng { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex < minStepIndex) { return route.startGeocode.point; } else if (stepIndex > maxStepIndex) { return route.endGeocode.point; } var stepStart:Number = cumulativeStepDuration[stepIndex]; var stepEnd:Number = cumulativeStepDuration[stepIndex + 1]; var stepFraction:Number = (time - stepStart) / (stepEnd - stepStart); var startVertex:int = route.getStep(stepIndex).polylineIndex; var endVertex:int = (stepIndex + 1) < route.numSteps ? route.getStep(stepIndex + 1).polylineIndex : polyline.getVertexCount(); var stepVertices:int = endVertex - startVertex; var stepLeng

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  • actionscript textfield display issue

    - by simon
    I have a textfield inside a rectangle (Sprite). The text fits inside the rectangle just fine, however the actual size of the textfield is larger than that of the sprite. (invisible top margin in the font) The problem is when I added an eventlistener to the Sprite that detects mouse clicks, it fires even when I click outside of the rectangle. How can I fix this? (so that child object size does not exceed parent size)

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  • Animating gradient displays line artifacts in ActionScript

    - by TheDarkIn1978
    i've programatically created a simple gradient (blue to red) sprite rect using my own basic class called GradientRect, but moving or animation the sprite exhibits line artifacts. when the sprite is rotating, it kind of resembles bad reception of an old television set. i'm almost certain the cause is because each line slice of the gradient is vector so there are gaps between the lines - this is visible when the sprite is zoomed in. var colorPickerRect:GradientRect = new GradientRect(200, 200, 0x0000FF, 0xFF0000); addChild(colorPickerRect); colorPickerRect.cacheAsBitmap = true; colorPickerRect.x = colorPickerRect.y = 100; colorPickerRect.addEventListener(Event.ENTER_FRAME, rotate); function rotate(evt:Event):void { evt.target.rotation += 1; } ________________________ //CLASS PACKAGE package { import flash.display.CapsStyle; import flash.display.GradientType; import flash.display.LineScaleMode; import flash.display.Sprite; import flash.geom.Matrix; public class GradientRect extends Sprite { public function GradientRect(gradientRectWidth:Number, gradientRectHeight:Number, ...leftToRightColors) { init(gradientRectWidth, gradientRectHeight, leftToRightColors); } private function init(gradientRectWidth:Number, gradientRectHeight:Number, leftToRightColors:Array):void { var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); var pixelColor:Number; var i:int; //Push arrays for (i = 0; i < leftToRightColors.length; i++) { leftToRightAlphas.push(1); leftToRightRatios.push(i * leftToRightPartition); } //Graphics matrix and lineStyle var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(gradientRectWidth, 1); graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); for (i = 0; i < gradientRectWidth; i++) { graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); graphics.moveTo(i, 0); graphics.lineTo(i, gradientRectHeight); } } } } how can i solve this problem?

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  • Ie7 float problems and hiperlinks problems

    - by Uffo
    Markup <ul class="navigation clearfix"> <li class="navigation-top"></li> <div class="first-holder" style="height:153px;"> <dl class="hold-items clearfix"> <dd class="clearfix with"><a href="http://site.com" title="Protokoll">Protokoll</a></dd> <dd class="with-hover"><a href="http://site.com" title="Mein/e Unternehmen">Mein/e Unternehmen</a></dd> <dd class="with"><a class="face-me" href="http://site.com" title="Erweiterte Suche">Erweiterte Suche</a></dd> <dd class="with"><a href="http://site.com" title="Abmelden">Abmelden</a></dd> </dl> </div><!--[end] /.first-holder--> <li class="navigation-bottom"></li> </ul><!--[end] /.navigation--> Css: .first-holder{height:304px;position:relative;width:178px;overflow:hidden;margin-bottom:0px;padding-bottom: 0px;} .hold-items{top:0px;position:absolute;} .navigation dd.with{line-height:38px;background:url('/images/sprite.png') no-repeat -334px -46px;width:162px;height:38px;padding-bottom:0px;overflow: hidden;} .navigation dd.with a{position:relative;outline:0;display:block;font-weight:bold;color:#3f78c0;padding-left:10px;line-height:38px;} .with-hover{background:url('/images/sprite.png') no-repeat -505px -47px;width:178px;height:38px;line-height:38px;overflow:none;} .with-hover a{position:relative;display:block;font-weight:bold;color:#fff;padding-left:10px} .navigation-top{background:url('/images/sprite.png') no-repeat -694px -46px;width:160px;height:36px;} .navigation-top a{display:block;outline:0;height:20px;padding-top:18px;padding-left:138px;} .navigation-top a span{display:block;background:url('/images/sprite.png') no-repeat -212px -65px;width:8px;height:6px;} .navigation-bottom{background:url('/images/sprite.png') no-repeat -784px -402px;width:160px;height:37px;} .navigation-bottom a{display:block;outline:0;height:20px;padding-top:18px;padding-left:138px;} .navigation-bottom a span{display:block;background:url('/images/sprite.png') no-repeat -212px -74px;width:8px;height:6px;} Also the links, are not clickable, if I click on a link in IE7 it doesn't do the action..it doesn't redirect me to the location. This is how it looks in IE7: http://screencast.com/t/MGY4NjljZjc This is how it look in IE8,Firefox,Chrome and so on http://screencast.com/t/MzhhMDQ1M What I'm doing wrong PS: .navigation-top a span and .navigation-bottom a span I'm using some where else, but that it's ok it works fine.

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  • Linux USB debug connection to LuminaryMicro evaluation board

    - by mikelong
    Hi, I am trying to connect a Stellaris LM3S8962 evaluation kit to a linux host machine. I am using the CodeSourcery G++ for the development toolchain. When I try to run a helloworld example the connection fails with this message: arm-stellaris-eabi-sprite: error: E104. I/O Error communicating with USB Device. arm-stellaris-eabi-sprite: waiting for GDB connection, to pass error along warning: Remote failure reply: E.fatal.E104. I/O Error communicating with USB Device. arm-stellaris-eabi-sprite: error: E002. Not initialized When I connect the evaluation board with the USB cable it seems the device is made available to the system: Mar 24 14:37:16 n6-ws2 kernel: usb 5-2: USB disconnect, address 5 Mar 24 14:37:18 n6-ws2 kernel: usb 5-2: new full speed USB device using uhci_hcd and address 6 Mar 24 14:37:19 n6-ws2 kernel: usb 5-2: configuration #1 chosen from 1 choice Also, it seems that I can connect in some way via the command line tool (but I do get some strange characters): [mlong@n6-ws2 bin]$ ./arm-stellaris-eabi-sprite -i CodeSourcery ARM Debug Sprite (Sourcery G++ 4.4-104) armusb: [speed=] ARMUSB device armusb:///?? - ?? (??) Does anyone have any suggestions I could try? Thanks a lot, Mike

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  • Turning off antialiasing in Löve2D

    - by cjanssen
    I'm using Löve2D for writing a small game. Löve2D is an open source game engine for Lua. The problem I'm encountering is that some antialias filter is automatically applied to your sprites when you draw it at non-integer positions. love.graphics.draw( sprite, x, y ) So when x or y is not round (for example, x=100.24), the sprite appears blurred. The same happens when the sprite size is not even, because (x,y) points to the center of the sprite. For example, a sprite which is 31x30 big will appear blurred again, because its pixels are painted in non-integer positions. Since I am using pixel art, I want to avoid this all the way, otherwise the art is destroyed by this effect. The workaround I am using so far is to force the coordinates to be round by littering the code with calls to math.floor(), and forcing all the sprites to have even sizes by adding a row or column of transparent pixels with the paint program, if needed. Is there some command to deactivate the antialiasing I can call at program startup?

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  • Problems with listening an event in child object in Actionscript

    - by Raigomaru
    I have two classes. The first one (the starting class): package { import flash.display.Sprite; import flash.events.KeyboardEvent; import tetris.*; public class TetrisGame extends Sprite { private var _gameWell:Well; public function TetrisGame() { _gameWell = new Well(); addChild(_gameWell); } } } The second: package tetris { import flash.display.Sprite; import flash.events.KeyboardEvent; public class Well extends Sprite { public function Well() { super(); addEventListener(KeyboardEvent.KEY_DOWN, onKeyboard); } private function onKeyboard(event:KeyboardEvent):void { //some code is here } } } But when I press any buttons on my keyboard, the child class Well doesn't have any reaction. What's the problem?

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  • Get coordinates in parent, but not in stage.

    - by Bart van Heukelom
    I know about Flash's localToGlobal and globalToLocal methods to transform coordinates from the local system to the global system, but is there a way to achieve the intermediate? To transform coordinates from an arbitrary system to any other arbitrary system? I have a clickable object inside a Sprite, and the Sprite is a child of the stage. I want to retrieve the clicked point in the Sprite.

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  • COCOS2D - Animation Stops During Move

    - by maiko
    Hey guys! I am trying to run a "Walk" style animation on my main game sprite. The animations work fine, and my sprite is hooked up to my joystick all fine and dandy. However, I think where I setup the call for my walk animations are wrong. Because everytime the sprite is moving, the animation stops. I know putting the animation in such a weak if statement is probably bad, but please tell me how I could get my sprite to animate properly while it is being moved by the joystick. The sprite faces the right direction, so I can tell the action's first frame is being called, however, it doesn't animate until I stop touching my joystick. Here is How I call the action: //WALK LEFT if (joypadCap.position.x <= 69 /*&& joypadCap.position.y < && joypadCap.position.y 40 */ ) { [tjSprite runAction:walkLeft]; }; //WALK RIGHT if ( joypadCap.position.x = 71 /* && joypadCap.position.y < 100 && joypadCap.position.y 40 */) { [tjSprite runAction:walkRight]; }; THIS: is the how the joystick controls the character: CGPoint newLocation = ccp(tjSprite.position.x - distance/8 * cosf(touchAngle), tjSprite.position.y - distance/8 * sinf(touchAngle)); tjSprite.position = newLocation; Please help. Any alternative ways to call the characters walk animation would be greatly appreciated!

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  • bottom uicomponent does not receive mouse events

    - by firemonkey
    HI, I am sure this is very basic, however I am not able to find the solution. I have a base ShapeContainer(UIComponent). I add a uicomponent which has mouse down listener to ShapeContainer. the listener works great. When I add a simple sprite(draw square) on the ShapeContainer, The listener does not work any more. In the code, if I comment below lines, The event listener works fine. var square:Sprite = new Sprite(); square.graphics.lineStyle(4,0x00FF00); square.graphics.drawRect(0,0,20,20); square.mouseEnabled=false; shapeContainer.addChildAt(square,1); I have tried few things like, mouseenabled=false on top sprite. also tried to add addChildAt but non of them did any help. How can I draw a shape and also have the event listener work. enter code here protected function application1_creationCompleteHandler(event:FlexEvent):void { var shapeContainer:UIComponent = new UIComponent(); shapeContainer.x=100; shapeContainer.y=100; shapeContainer.width=200; shapeContainer.height=200; rawChildren.addChild(shapeContainer); var EventListenerShape:UIComponent = new UIComponent(); EventListenerShape.x=100; EventListenerShape.y=100; EventListenerShape.width=200;a EventListenerShape.height=200; EventListenerShape.graphics.clear(); EventListenerShape.graphics.beginFill(0xf1f1f1, 0.1); EventListenerShape.graphics.drawRoundRect(0, 0, 200, 200, 10, 10); EventListenerShape.alpha = 0; EventListenerShape.graphics.endFill(); EventListenerShape.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownfunc); shapeContainer.addChild(EventListenerShape); var square:Sprite = new Sprite(); square.graphics.lineStyle(4,0x00FF00); square.graphics.drawRect(0,0,20,20); square.mouseEnabled=false; shapeContainer.addChildAt(square,1); } private function mouseDownfunc(e:MouseEvent){ trace("mouse Down **"); }    ]]> </mx:Script> <mx:Canvas id="uic" width="100%" height="100%" backgroundColor="0xFFFFFF"> </mx:Canvas>

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  • How to scale rotated objects properly in Actionscript 3?

    - by Tom
    This is unfortunately a quite complex issue to explain, so please don't get discouraged by the wall of text - it's there for a reason. ;) I'm working on a transformation manager for flash, written with Actionscript 3. Users can place objects on the screen, for example a rectangle. This rectangle can then be selected and transformed: move, scale or rotate. Because flash by default rotates around the top left point of the object, and I want it to rotate around the center, I created a wrapper setup for each display object (eg. a rectangle). This is how the wrappers are setup: //the position wrapper makes sure that we do get the top left position when we access x and y var positionWrapper:Sprite = new Sprite(); positionWrapper.x = renderObject.x; positionWrapper.y = renderObject.y; //set the render objects location to center at the rotation wrappers top left renderObject.x = 0 - renderObject.width / 2; renderObject.y = 0 - renderObject.height / 2; //now create a rotation wrapper, at the center of the display object var rotationWrapper:Sprite = new Sprite(); rotationWrapper.x = renderObject.width / 2; rotationWrapper.y = renderObject.height / 2; //put the rotation wrapper inside the position wrapper and the render object inside the rotation wrapper positionWrapper.addChild(rotationWrapper); rotationWrapper.addChild(renderObject); Now, the x and y of the object can be accessed and set directly: mainWrapper.x or mainWrapper.y. The rotation can be set and accessed from the child of this main wrapper: mainWrapper.getChildAt(0).rotation. Finally, the width and height of the display object can be retreived and set by getting the child of the rotation wrapper and accessing the display object directly. An example on how I access them: //get wrappers and render object var positionWrapper:Sprite = currentSelection["render"]; var rotationWrapper:Sprite = positionWrapper.getChildAt(0) as Sprite; var renderObject:DisplayObject = rotationWrapper.getChildAt(0); This works perfectly for all initial transformations: moving, scaling and rotating. However, the problem arises when you first rotate an object (eg. 45 degrees) and then scale it. The scaled object is getting out of shape and doesn't scale as it should. This for example happens when you scale to the left. Scaling left is basically adding n width to the object and then reduce the x coord of the position wrapper by n too: renderObject.width -= diffX; positionWrapper.x += diffX; This works when the object is not rotated. However, when it is, the position wrapper won't be rotated as it is a parent of the rotation wrapper. This will make the position wrapper move left horizontally while the width of the object is increased diagonally. I hope this makes any sense, if not, please tell me and I'll try to elaborate more. Now, to the question: should I use a different kind of setup, system or structure? Should I maybe use matrixes, if so, how would you keep a static width/height after rotation? Or how do I fix my current wrapper system for scaling after rotation? Any help is appreciated.

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  • Problems with listening for an event in child object in Actionscript

    - by Raigomaru
    I have two classes. The first one (the starting class): package { import flash.display.Sprite; import flash.events.KeyboardEvent; import tetris.*; public class TetrisGame extends Sprite { private var _gameWell:Well; public function TetrisGame() { _gameWell = new Well(); addChild(_gameWell); } } } The second: package tetris { import flash.display.Sprite; import flash.events.KeyboardEvent; public class Well extends Sprite { public function Well() { super(); addEventListener(KeyboardEvent.KEY_DOWN, onKeyboard); } private function onKeyboard(event:KeyboardEvent):void { //some code is here } } } But when I press any buttons on my keyboard, the child class Well doesn't have any reaction. What's the problem?

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  • Ie7 float problems and hiperlinks not clickable

    - by Uffo
    Markup <ul class="navigation clearfix"> <li class="navigation-top"></li> <div class="first-holder" style="height:153px;"> <dl class="hold-items clearfix"> <dd class="clearfix with"><a href="http://site.com" title="Protokoll">Protokoll</a></dd> <dd class="with-hover"><a href="http://site.com" title="Mein/e Unternehmen">Mein/e Unternehmen</a></dd> <dd class="with"><a class="face-me" href="http://site.com" title="Erweiterte Suche">Erweiterte Suche</a></dd> <dd class="with"><a href="http://site.com" title="Abmelden">Abmelden</a></dd> </dl> </div><!--[end] /.first-holder--> <li class="navigation-bottom"></li> </ul><!--[end] /.navigation--> Css: .first-holder{height:304px;position:relative;width:178px;overflow:hidden;margin-bottom:0px;padding-bottom: 0px;} .hold-items{top:0px;position:absolute;} .navigation dd.with{line-height:38px;background:url('/images/sprite.png') no-repeat -334px -46px;width:162px;height:38px;padding-bottom:0px;overflow: hidden;} .navigation dd.with a{position:relative;outline:0;display:block;font-weight:bold;color:#3f78c0;padding-left:10px;line-height:38px;} .with-hover{background:url('/images/sprite.png') no-repeat -505px -47px;width:178px;height:38px;line-height:38px;overflow:none;} .with-hover a{position:relative;display:block;font-weight:bold;color:#fff;padding-left:10px} .navigation-top{background:url('/images/sprite.png') no-repeat -694px -46px;width:160px;height:36px;} .navigation-top a{display:block;outline:0;height:20px;padding-top:18px;padding-left:138px;} .navigation-top a span{display:block;background:url('/images/sprite.png') no-repeat -212px -65px;width:8px;height:6px;} .navigation-bottom{background:url('/images/sprite.png') no-repeat -784px -402px;width:160px;height:37px;} .navigation-bottom a{display:block;outline:0;height:20px;padding-top:18px;padding-left:138px;} .navigation-bottom a span{display:block;background:url('/images/sprite.png') no-repeat -212px -74px;width:8px;height:6px;} Also the links, are not clickable, if I click on a link in IE7 it doesn't do the action..it doesn't redirect me to the location. This is how it looks in IE7: http://screencast.com/t/MGY4NjljZjc This is how it look in IE8,Firefox,Chrome and so on http://screencast.com/t/MzhhMDQ1M What I'm doing wrong PS: .navigation-top a span and .navigation-bottom a span I'm using some where else, but that it's ok it works fine.

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  • Invisible sprites still take up a lot in memory

    - by numerical25
    Just curious, if I have a sprite on the stage with the alpha set to 0 does that take up just as much memory as a sprite that is visible? I imagine it does because it draws the sprite to the stage and then it has to set the alpha to zero. It may seem like a stupid question but I just wanted to verify.

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  • Tool to generated rotated versions of an image

    - by John
    In sprite-based systems, it's common to fake rotation of a sprite by having many different images, each showing it rotated an extra few degrees. Is there any free tool which will take a single image, and output a single image containing several rotations? It should also ideally let us control how many images are in each row. e.g if I have a 32x32 sprite and I want it rotated at 10 degree intervals, the tool might generate a 320x32 file or a 160x64 file

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  • Packages name conflicting with getters and setters?

    - by MrKishi
    Hello, folks. So, I've came across this compilation error a while ago.. As there's an easy fix and I didn't find anything relevant at the time, I eventually let it go. I just remembered it and I'm now wondering if this is really part of the language grammar (which I highly doubt) or if it's a compiler bug. I'm being purely curious about this -- it doesn't really affect development, but it would be nice to see if any of you have seen this already. package view { import flash.display.Sprite; public class Main extends Sprite { private var _view:Sprite = new Sprite(); public function Main() { this.test(); } private function test():void { trace(this.view.x, this.view.y); //1178: Attempted access of inaccessible property x through a reference with static type view:Main. //1178: Attempted access of inaccessible property y through a reference with static type view:Main. //Note that I got this due to the package name. //It runs just fine if I rename the package or getter. } public function get view():Sprite { return this._view; } } }

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  • iOS - is it possible to cache CGContextDrawImage?

    - by woot586
    I used the timing profile tool to identify that 95% of the time is spent calling the function CGContextDrawImage. In my app there are a lot of duplicate images repeatably being chopped from a sprite map and drawn to the screen. I was wondering if it was possible to cache the output of CGContextDrawImage in an NSMutableDictionay, then if the same sprite is requested again it can be just pull it from the cache rather than doing all the work of clipping and rendering it again. This is what i’ve got but I have not been to successful: Definitions if(cache == NULL) cache = [[NSMutableDictionary alloc]init]; //Identifier based on the name of the sprite and location within the sprite. NSString* identifier = [NSString stringWithFormat:@"%@-%d",filename,frame]; Adding to cache CGRect clippedRect = CGRectMake(0, 0, clipRect.size.width, clipRect.size.height); CGContextClipToRect( context, clippedRect); //create a rect equivalent to the full size of the image //offset the rect by the X and Y we want to start the crop //from in order to cut off anything before them CGRect drawRect = CGRectMake(clipRect.origin.x * -1, clipRect.origin.y * -1, atlas.size.width, atlas.size.height); //draw the image to our clipped context using our offset rect CGContextDrawImage(context, drawRect, atlas.CGImage); [cache setValue:UIGraphicsGetImageFromCurrentImageContext() forKey:identifier]; UIGraphicsEndImageContext(); Rendering a cached sprite There is probably a better way to render CGImage which is my ultimate caching goal but at the moment I’m just looking to successfully render the cached image out however this has not been successful. UIImage* cachedImage = [cache objectForKey:identifier]; if(cachedImage){ NSLog(@"Cached %@",identifier); CGRect imageRect = CGRectMake(0, 0, cachedImage.size.width, cachedImage.size.height); if (NULL != UIGraphicsBeginImageContextWithOptions) UIGraphicsBeginImageContextWithOptions(imageRect.size, NO, 0); else UIGraphicsBeginImageContext(imageRect.size); //Use draw for now just to see if the image renders out ok CGContextDrawImage(context, imageRect, cachedImage.CGImage); UIGraphicsEndImageContext(); }

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  • Unity has jerky motion when using Vector2.Lerp

    - by Sting Hà
    I made a 2D game with some sprite move to random position. I used Vector2.Lerp and Time.deltaTime to smooth transfer of sprite. When I build this game in iOS ( I used iPhone 4s and iPhone 5 for test ) all sprite made jerky motion and cause my game lagging. But in Android game run very smoothy. I used only 9 sprite and move all in same time. Can someone have any solution to fix this? Thanks. P/s: Sorry about my bad English.

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  • Operator & and * at function prototype in class

    - by Puyover
    I'm having a problem with a class like this: class Sprite { ... bool checkCollision(Sprite &spr); ... }; So, if I have that class, I can do this: ball.checkCollision(bar1); But if I change the class to this: class Sprite { ... bool checkCollision(Sprite* spr); ... }; I have to do this: ball.checkCollision(&bar1); So, what's the difference?? It's better a way instead other? Thank you.

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