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  • Another design-related C++ question

    - by Kotti
    Hi! I am trying to find some optimal solutions in C++ coding patterns, and this is one of my game engine - related questions. Take a look at the game object declaration (I removed almost everything, that has no connection with the question). // Abstract representation of a game object class Object : public Entity, IRenderable, ISerializable { // Object parameters // Other not really important stuff public: // @note Rendering template will never change while // the object 'lives' Object(RenderTemplate& render_template, /* params */) : /*...*/ { } private: // Object rendering template RenderTemplate render_template; public: /** * Default object render method * Draws rendering template data at (X, Y) with (Width, Height) dimensions * * @note If no appropriate rendering method overload is specified * for any derived class, this method is called * * @param Backend & b * @return void * @see */ virtual void Render(Backend& backend) const { // Render sprite from object's // rendering template structure backend.RenderFromTemplate( render_template, x, y, width, height ); } }; Here is also the IRenderable interface declaration: // Objects that can be rendered interface IRenderable { /** * Abstract method to render current object * * @param Backend & b * @return void * @see */ virtual void Render(Backend& b) const = 0; } and a sample of a real object that is derived from Object (with severe simplifications :) // Ball object class Ball : public Object { // Ball params public: virtual void Render(Backend& b) const { b.RenderEllipse(/*params*/); } }; What I wanted to get is the ability to have some sort of standard function, that would draw sprite for an object (this is Object::Render) if there is no appropriate overload. So, one can have objects without Render(...) method, and if you try to render them, this default sprite-rendering stuff is invoked. And, one can have specialized objects, that define their own way of being rendered. I think, this way of doing things is quite good, but what I can't figure out - is there any way to split the objects' "normal" methods (like Resize(...) or Rotate(...)) implementation from their rendering implementation? Because if everything is done the way described earlier, a common .cpp file, that implements any type of object would generally mix the Resize(...), etc methods implementation and this virtual Render(...) method and this seems to be a mess. I actually want to have rendering procedures for the objects in one place and their "logic implementation" - in another. Is there a way this can be done (maybe alternative pattern or trick or hint) or this is where all this polymorphic and virtual stuff sucks in terms of code placement?

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  • Custom broadcast events in AS3?

    - by Ender
    In Actionscript 3, most events use the capture/target/bubble model, which is pretty popular nowadays: When an event occurs, it moves through the three phases of the event flow: the capture phase, which flows from the top of the display list hierarchy to the node just before the target node; the target phase, which comprises the target node; and the bubbling phase, which flows from the node subsequent to the target node back up the display list hierarchy. However, some events, such as the Sprite class's enterFrame event, do not capture OR bubble - you must subscribe directly to the target to detect the event. The documentation refers to these as "broadcast events." I assume this is for performance reasons, since these events will be triggered constantly for each sprite on stage and you don't want to have to deal with all that superfluous event propagation. I want to dispatch my own broadcast events. I know you can prevent an event from bubbling (Event.bubbles = false), but can you get rid of capture as well?

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  • Trace() method doesnt work in FlashDevelop

    - by numerical25
    When I put a trace("test"); at the entry point of my flashdevelop project and run it. The application runs fine but I do not see the trace in the output. Below is my code package { import flash.display.Sprite; import flash.events.Event; /** * ... * @author Anthony Gordon */ public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test"); removeEventListener(Event.ADDED_TO_STAGE, init); // entry point var game:Game = new Game(stage); addChild(game); } }

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  • Javascript timers

    - by resopollution
    I'm starting on a javascript MMORPG that will actually work smoothly. Currently, I created a demo to prove that I can move characters around and have them chat with each other, as well as see eachother move around live. http://set.rentfox.net/ Now Javascript timers are something I have not used extensively, but from what I know, correct me if I'm wrong, is that having multiple setIntervals happening at the same time doesn't really work well b/c it's all on a single thread. Lets say I wanted to have 10 different people nuking fireballs at a monster by using sprite background positioning with setInterval -- that animation would require 10 setIntervals doing repainting of the DOM for sprite background-position shifts. Wouldn't that be a big buggy? I was wondering if there was a way around all this, perhaps using Canvas, so that animations can all happen concurrently without creating an event queue and I don't have to worry about timers. Hope that makes sense, and please let me know if I need to clarify further.

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  • Ambiguous reference when getter/setter have different visibilities

    - by Warren Seine
    The following code raises an ambiguous reference to value at compile time: import flash.display.Sprite; public class Main extends Sprite { private var _value : Number = 0.; public function get value() : Number { return _value; } private function set value(v : Number) : void { _value = v; } public function Main() : void { value = 42.; } } I suspect some kind of bug in the compiler, though I didn't actually read the ECMA standard. Before someone asks those questions: Private setters do make sense. The ambiguity also exists with custom namespaces (which is the problem I'm facing).

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  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by SYNYST3R1
    I am translating in my main class' render. How do I get the mouse position based on the translation? public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); I update the player position on keydown by .2f * delta Picture to help with explanation i92.photobucket.com/albums/l22/occ31191/Untitled-4.png

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  • How do you draw a line from one corner of the stage to the other?

    - by George Edison
    I am completely perplexed. I asked this question and it (any mentioned solution) doesn't seem to be working at all. All I want is to draw a line from one corner to the other. Here again is the link to the SWF file I have (it's embedded in an HTML document): test.html Here is the source: package { import flash.display.Sprite; import flash.events.Event; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point graphics.clear(); graphics.lineStyle(10, 0x000000); graphics.moveTo(0, 0); graphics.lineTo(stage.stageWidth, stage.stageHeight); } } } It just doesn't work! The line goes from somewhere offscreen to about the middle of the stage. What on earth am I doing wrong?

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  • Actionscript: Why is drawRoundRectComplex() not documented?

    - by Chunk1978
    in studying actionscript 3's graphics class, i've come across the undocumented drawRoundRectComplex() method. it's a variant of drawRoundRect() but with 8 parameters, the final four being the diameter of each corner (x, y, width, height, top left, top right, bottom left, bottom right). //example var sp:Sprite = new Sprite(); sp.graphics.lineStyle(1, 0x000000); sp.graphics.drawRoundRectComplex(0, 0, 100, 50, 10, 20, 0, 10); addChild(sp); this seems to be a pretty useful method, so i'm just curious if anyone knows of any reasons why adobe chose not to document it?

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  • Does AS3 show cacheasbitmap in preview?

    - by Fahim Akhter
    The following code shows me that cacheasbitmap is turning on and off like it is suppose to but, I never get to see it visually like I did in AS2. Is this a error or a change in actionscript? package { import flash.display.Sprite; import flash.events.MouseEvent; public class Bitmapascache extends Sprite { private var isOn:Boolean=false; private var box:mainBox; public function Bitmapascache() { box = new mainBox() box.addEventListener(MouseEvent.MOUSE_DOWN,click); this.addChild(box); } public function click(e:MouseEvent):void { trace("click :"+box.cacheAsBitmap); if(isOn){ box.cacheAsBitmap = false; isOn = false; } else{ box.cacheAsBitmap = true; isOn = true; } } } }

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  • Need some information about using cocos2d in iPad.

    - by srikanth rongali
    Hi, I need some information about using cocos2d in iPad. Can we use 2048x2048 sprite sheets ? I read in this form that we can use but with limitation not more than 3 or 4 sprite sheets. But, I have 10 animations in my game. maximum of 4 animations run at a time. Can we use the CCDirectors in AppDelegate in the same way as we use in iPhone ? if( ! [CCDirector setDirectorType:CCDirectorTypeDisplayLink] ) [CCDirector setDirectorType:CCDirectorTypeDefault]; [[CCDirector sharedDirector] setPixelFormat:kPixelFormatRGBA8888]; [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888]; What can be the maximum size of the image that we can use? Any limitations regarding the cocos2d and iPad please post them. Thank you.

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  • 1136: Incorrect number of arguments. Expected 0.? AS3 Flash Cs4 (Round 2)

    - by charmaine
    (I have asked this before but I dont think I was direct enough with my question and therefore it did not get resolved so here goes again!) I am working through a book called Foundation Actionscript 3.0 Animation, making things move. I am now on Chapter 9 - Collision Detection. On two lines of my code I get the 1135 error, letting me know that I have an incorrect number of arguments. I have highlighted the two areas in which this occurs with asterisks: package { import flash.display.Sprite; import flash.events.Event; public class Bubbles extends Sprite { private var balls:Array; private var numBalls:Number = 10; private var centerBall:Ball; private var bounce:Number = -1; private var spring:Number = 0.2; public function Bubbles() { init(); } private function init():void { balls = new Array(); ***centerBall = new Ball(100, 0xcccccc);*** addChild(centerBall); centerBall.x = stage.stageWidth / 2; centerBall.y = stage.stageHeight / 2; for(var i:uint = 0; i < numBalls; i++) { ***var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff);*** ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 6 - 3; ball.vy = Math.random() * 6 - 3; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = balls[i]; move(ball); var dx:Number = ball.x - centerBall.x; var dy:Number = ball.y - centerBall.y; var dist:Number = Math.sqrt(dx * dx + dy * dy); var minDist:Number = ball.radius + centerBall.radius; if(dist < minDist) { var angle:Number = Math.atan2(dy, dx); var tx:Number = centerBall.x + Math.cos(angle) * minDist; var ty:Number = centerBall.y + Math.sin(angle) * minDist; ball.vx += (tx - ball.x) * spring; ball.vy += (ty - ball.y) * spring; } } } private function move(ball:Ball):void { ball.x += ball.vx; ball.y += ball.vy; if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } if(ball.y + ball.radius > stage.stageHeight) { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } } } I think this is due to the non-existance of a Ball.as, when reading the tutorial I assumed it meant that I had to create a movie clip of a ball on stage and then export it for actionscript with the class name being Ball, however when flicking back through the book I saw that a Ball.as already existed, stating that I may need to use this again later on in the book, this read: package { import flash.display.Sprite; public class Ball extends Sprite { private var radius:Number; private var color:uint; public var vx:Number=0; public var vy:Number=0; public function Ball(radius:Number=40, color:uint=0xff0000) { this.radius=radius; this.color=color; init(); } public function init():void { graphics.beginFill(color); graphics.drawCircle(0, 0, radius); graphics.endFill(); } } } This managed to stop all the errors appearing however, it did not transmit any of the effects from Bubbles.as it just braught a Red Ball on the center of the stage. How would I alter this code in order to work in favour of Bubbles.as? Please Help! Thanks!

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  • addchild not displaying content

    - by Rajeev
    In the following code i dont have any error but why is that the addchild(video); i.e, the the video captured by webcam is not displayed <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"> <mx:Script> <![CDATA[ import org.com.figurew; import mx.controls.Button; import mx.controls.Alert; import flash.display.InteractiveObject; import flash.display.Sprite; import flash.media.*; import flash.net.*; public function addBody():void { var ret:Number = figurew.getInstance().getparam(); if( ret == 1) { Alert.show("Camera detected"); } if(ret == 0) { Alert.show("No camera detected"); } var cam:Camera = Camera.getCamera(); if(cam != null) { cam.setMode(640, 480, 30); var video:Video = new Video(30, 40); video.attachCamera(cam); addChild(video); } else { trace("No Camera Detected"); } } ]]> </mx:Script> <mx:Button label="Test camera" click="addBody();" x="99" y="116"/> </mx:Application > figurew.as package org.com { import flash.display.InteractiveObject; import flash.display.Sprite; import flash.media.*; import flash.net.*; public class figurew extends Sprite { public function figurew() { //getparam(); var cam:Camera = Camera.getCamera(); if(cam != null) { cam.setMode(640, 480, 30); var video:Video = new Video(300, 450); video.attachCamera(cam); addChild(video); } else { trace("No Camera Detected"); } } public function getparam():Number { var cam:Camera = Camera.getCamera(); if(cam != null) { cam.setMode(640, 480, 30); var video:Video = new Video(300, 450); video.attachCamera(cam); addChild(video); return 1; } else { return 0; trace("No Camera Detected"); } } private static var _instance:figurew = null; public static function getInstance():cldAS { if(_instance == null) { trace("No instance found"); _instance = new cldAS(); } return _instance; } } }

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  • Site images don't refresh after setting expired headers on .htaccess

    - by Miguel Hernandez
    I have a site that uses a CSS sprite for all the images. I set the .htaccess file to set the expired headers to a future time as they recommend to improve site performance. However, when I updated the sprite image none of my browsers on two different computers seem to fetch the new image. I deleted the .htaccess serveral times but no luck. I am sure this must be easy as pie to fix but right now I am out of options. Here is the code inside my .htaccess file: # CONFIGURE media caching # Header unset ETag FileETag None <FilesMatch "(?i)^.*\.(ico|flv|jpg|jpeg|png|gif|js|css)$"> Header unset Last-Modified Header set Expires "Fri, 21 Dec 2012 00:00:00 GMT" Header set Cache-Control "public, no-transform" </FilesMatch> <IfModule mod_deflate.c> <FilesMatch "\.(js|css)$"> SetOutputFilter DEFLATE </FilesMatch> </IfModule> Thanks!

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  • Drawing Sprites for iOS games on iPad

    - by TheGamingArt
    So, I'm quite new and confused on the way to tackle creating sprites/sprite sheets for iOS games. I own the full CS5 sweet and have been told that fireworks is the best way to go for creating these (although I don't have the slightest idea in how yet and would love some tutorials/books specifying sprite sheet creation). My thoughts directed me towards tablet drawing, as I am awful at drawing with a mouse and/or tablet without a screen on it (such as a basic wacom). I was thinking about getting an iPad, as this would provide me with an iPad for testing purposes and a tablet. Does anyone know if it's possible (or even a good idea) to draw out your sprites on the iPad. Is it possible to export them out into Fireworks and such?

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  • creating button

    - by eomer
    hi I started to learn as3 using fdt i managed to put texts on screen now i want to show the text after the button is clicked but the button does not appear here is the code ` package { import flash.events.MouseEvent; import flash.media.Camera; import mx.controls.Button; import flash.display.Sprite; import flash.text.TextField; public class test2 extends Sprite { private var tField:TextField; public function click(e:MouseEvent):void { tField = new TextField(); tField.text="ffff"; addChild(tField); } public function test2():void { var aa:Button=new Button(); aa.label="deneme"; aa.x=100; aa.y=200; aa.addEventListener(MouseEvent.CLICK, click) } } } ` help me pleaseee

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  • ActionScript Drawing Gradient Line With Transparency

    - by TheDarkIn1978
    i'm attempting to draw a simple gradient line with some transparency, but the portion of the line that receives 0 for the alpha draws black. var lineMatrix:Matrix = new Matrix(); lineMatrix.createGradientBox(500, 1); var line:Sprite = new Sprite(); line.graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); line.graphics.lineGradientStyle(GradientType.LINEAR, [0XFF0000, 0, 0xFF0000], [1, 0, 1], [0, 127, 255], lineMatrix); line.graphics.moveTo(0, 0); line.graphics.lineTo(500, 0); addChild(line); what am i doing wrong?

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  • ActionScript Aligning Graphics Line Style Stroke?

    - by TheDarkIn1978
    is it possible to align the stroke of a graphic with actionscript? for example, the following code creates a black rounded rect with a grey stroke that is automatically centre aligned. var t:Sprite = new Sprite(); t.graphics.lineStyle(5, 0x555555); t.graphics.beginFill(0, 1); t.graphics.drawRoundRect(25, 25, 200, 75, 25, 25); t.graphics.endFill(); the lineStyle function doesn't seem to offer any built-in functionality for aligning the stroke. in Adobe Illustrator, you can align a stroke to be either centre (default), inside or outside.

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  • mx.core::BitmapAsset could not be found

    - by asksuperuser
    I tried the code EmbedAssets.as below found in sample here: http://www.senocular.com/flash/tutorials/as3withmxmlc/ I got this error when building with mxmlc.exe and testing the ouput EmbedAssets.swf in Flash Player 9: VerifyError: Error #1014: mx.core::BitmapAsset could not be found package { import flash.display.Sprite; public class EmbedAssets extends Sprite { [Embed(source="images/trophy.png")] private var TrophyImage:Class; [Embed(source="swfs/satdish.swf")] private var SatelliteAnimation:Class; public function EmbedAssets() { addChild(new SatelliteAnimation()); addChild(new TrophyImage()); } } } satdish.swf is not corrupted so I don't understand why this error message.

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  • Textures loaded with NSOperation are blank

    - by Omega
    So I call this method: -(void)beginExecution { NSOperationQueue *queue = [NSOperationQueue new]; NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self selector:@selector(execute) object:nil]; [queue addOperation:operation]; [operation release]; } Which triggers this: -(void)execute { [[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:@"MyTexture.plist"]; loaded = YES; // This tells me whenever loading is done. } However, when I create a sprite and try to use the texture MyTexture.png, the sprite is a blank canvas. Why is that?

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  • CSS Sprites : Mysterious Concept Explored ?

    - by Rachel
    I have 3 different images and now I want to create an sprite using css so that I am reducing HTTP Request. I am totally new to this concept and have not idea as to how to approach this. Can anyone suggest me what would be best bet for me ? Also I have seen there are some CSS Sprite generator engines where in you submit .zip folder containing your images and than they would combine it. I tried doing that but did not understood of what was happening and so any guidance regarding creating and using CSS sprites would be highly appreciated. Update: I have gone through the AList Part but it was not very clear to me. Can anyone explain the use case of CSS Sprites using an example ? Thanks.

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  • Efficiently using position to control actions

    - by John Ashmore
    I want to use position (returned from a gridview for e.g.) or a similar numeric integer to do various things, e.g. create a sprite, or in any command that wants something other than a number, e.g. I want to use something like: sprites.add(createSprite(R.drawable.image(position)); , where createSprite creates a sprite using the image supplied, instead of: if (position == 1) {sprites.add(createSprite(R.drawable.image1);} if (position == 2) {sprites.add(createSprite(R.drawable.image2);} ...etc There is an easy solution for strings: Most efficient method to use position to open a .java but what about for situations like this one?

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  • AS3IsoLib New IsoSprite

    - by KoopaTroopa
    I'm following a guide (http://www.jsparrowhawk.com/blog/?p=75) on how to use the As3IsoLib library. It seems his examples are a little erroneous at times. I'm at the part of creating a sprite, assigning it an image and then rendering. When I test my application I get my box and grid but not the sprite. var mySprite:IsoSprite; mySprite = new IsoSprite(); mySprite.setSize(40, 40, 0); mySprite.moveTo(120, 40, 0); scene.addChild(mySprite); var myImgLoader:Loader = new Loader(); var myImgURL:URLRequest = new URLRequest("http://www.jsparrowhawk.com/blog/wp-content/uploads/2011/10/as3isolib_styling_6b.jpg"); myImgLoader.load(myImgURL); myImgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imgLoadComplete); function imgLoadComplete(e:Event):void { var myImg:Bitmap = new Bitmap(e.target.content.bitmapData); mySprite.sprites = [myImg]; scene.render(); }

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  • padding not shifting my logo

    - by paul smith
    I have a logo link that's using a background-image (css sprite). All works fine, but when I try to add a 20px padding to the top of the link (to give it more space for user to click the link), the background image is not moving down. Here is my css: a { background-image:url("sprite.png"); background-repeat:no-repeat; display:block; height:70px; width:70px; padding-top:20px; /* give top of the link more click space */ } And my html: <a href="#" style="background-position:0 0;"></a> What am I doing wrong?

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  • What if (stage) init(); means in actionscript ?

    - by asksuperuser
    I'm creating my first as3 with flashdevelop I don't understand what the instructions mean: package { import flash.display.Sprite; import flash.events.Event; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point } } } What if (stage) init(); means ? What is Event.ADDED_TO_STAGE ? Why remove listener in init ?

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