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  • How to achieve a palette effect on iPhone using OpenGL

    - by Joe
    I'm porting a 2d retro game to iPhone that has the following properties: targets OpenGL ES 1.1 entire screen is filled with tiles (textured triangle strip tile textured using a single 256x256 RGBA texture image the texture is passed to OpenGL once at the start of the game only 4 displayed colours are used one of the displayed colours is black The original game flashed the screen when time starts to run out by toggling the black pixels to white using an indexed palette. What is the best (i.e. most efficient) way to achieve this in OpenGL ES 1.1? My thoughts so far: Generate an alternative texture with white instead of black pixels, and pass to OpenGL when the screen is flashing Render a white poly underneath the background and render the texture with alpha on to display it Try and render a poly on top with some blending that achieves the effect (not sure this is possible) I'm fairly new to OpenGL so I'm not sure what the performance drawbacks of each of these are, or if there's a better way of doing this.

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  • code for TouchPad works, but not for DPAD ...please help me to fix this..

    - by Chandan
    package org.coe.twoD; import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; //import android.graphics.Path; import android.graphics.Rect; //import android.graphics.RectF; import android.os.Bundle; //import android.util.Log; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.View.OnClickListener; public class TwoD extends Activity implements OnClickListener { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); View draw2d = findViewById(R.id.draw_button); draw2d.setOnClickListener(this); } public void onClick(View v) { if (R.id.draw_button == v.getId()) { setContentView(new draw2D(this)); } } public class draw2D extends View { private static final String TAG = "Sudoku"; private float width; // width of one tile private float height; // height of one tile private int selX; // X index of selection private int selY; // Y index of selection private final Rect selRect = new Rect(); public draw2D(Context context) { super(context); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { width = w / 9f; height = h / 9f; getRect(selX, selY, selRect); Log.d(TAG, "onSizeChanged: width " + width + ", height " + height); super.onSizeChanged(w, h, oldw, oldh); } @Override protected void onDraw(Canvas canvas) { // Draw the background... Paint background = new Paint(); background.setColor(getResources().getColor(R.color.background)); canvas.drawRect(0, 0, getWidth(), getHeight(), background); // Draw the board... // Define colors for the grid lines Paint dark = new Paint(); dark.setColor(getResources().getColor(R.color.dark)); Paint hilite = new Paint(); hilite.setColor(getResources().getColor(R.color.hilite)); Paint light = new Paint(); light.setColor(getResources().getColor(R.color.light)); // Draw the minor grid lines for (int i = 0; i < 9; i++) { canvas.drawLine(0, i * height, getWidth(), i * height, light); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), light); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } // Draw the major grid lines for (int i = 0; i < 9; i++) { if (i % 3 != 0) continue; canvas.drawLine(0, i * height, getWidth(), i * height, dark); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), dark); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } /* * dark.setColor(Color.MAGENTA); Path circle= new Path(); * circle.addCircle(150, 150, 100, Path.Direction.CW); * canvas.drawPath(circle, dark); * * * Path rect=new Path(); * * RectF rectf= new RectF(150,200,250,300); rect.addRect(rectf, * Path.Direction.CW); canvas.drawPath(rect, dark); * * * canvas.drawRect(0, 0,250, 250, dark); * * * canvas.drawText("Hello", 200,200, dark); */ Paint selected = new Paint(); selected.setColor(Color.GREEN); canvas.drawRect(selRect, selected); } /* * public boolean onTouchEvent(MotionEvent event){ * if(event.getAction()!=MotionEvent.ACTION_DOWN) return * super.onTouchEvent(event); * select((int)(event.getX()/width),(int)(event.getY()/height)); * * * return true; } */ private void select(int x, int y) { invalidate(selRect); selX = Math.min(Math.max(x, 0), 8); selY = Math.min(Math.max(y, 0), 8); getRect(selX, selY, selRect); invalidate(selRect); } @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return super.onKeyUp(keyCode, event); } @Override public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) return super.onTouchEvent(event); select((int) (event.getX() / width), (int) (event.getY() / height)); // game.showKeypadOrError(selX, selY); Log.d(TAG, "onTouchEvent: x " + selX + ", y " + selY); return true; } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { Log.d(TAG, "onKeyDown: keycode=" + keyCode + ", event=" + event); switch (keyCode) { case KeyEvent.KEYCODE_DPAD_UP: select(selX, selY - 1); break; case KeyEvent.KEYCODE_DPAD_DOWN: select(selX, selY + 1); break; case KeyEvent.KEYCODE_DPAD_LEFT: select(selX - 1, selY); break; case KeyEvent.KEYCODE_DPAD_RIGHT: select(selX + 1, selY); break; default: return super.onKeyDown(keyCode, event); } return true; } private void getRect(int x, int y, Rect rect) { rect.set((int) (x * width), (int) (y * height), (int) (x * width + width), (int) (y * height + height)); } } }

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  • What are some techniques to create scrollable areas?

    - by Omega
    I'm getting started with OpenGL ES on Android and I'd looking to learn some techniques to have a game map larger than the visible area. I'm assuming I've somehow got to ensure that the system isn't rendering the entire scene, including what's outside of the visible area. I'm just not sure how I'd go about designing this! This is for simple 2D top-down tile based rendering. No real 3D except what's inherent in OpenGL ES itself. Would anyone be able to get me started on the right path? Are there options that might scale nicely when I decide to start tilting my perspective and doing 3D?

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  • Which variables can be accessed with the ${...} syntax in a Struts tag in a JSP page?

    - by Bernhard V
    Hi, I'm getting a little bit frustrated since I can't find out which variables I can access with the ${...} syntax in a Struts tag, placed in a JSP page. As an example I've got the following code: Where does the object "status.menueStatus" have to be defined in order to can be accessed with a dollar sign and braces. Is it defined in another struts tile or in the form? Whether within our project code nor by Google I can get any help. Your support would be very appreciated. Thank you. Bernhard

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  • sIFR in Javascript news rotator?

    - by Adam Brown
    Hi everyone, I'm using sIFR on a website that is database driven and it works great. However, I have a news rotator on the home page and sIFR won't replace the text on the tile below the rotating image, so I have to create images for this each time. Example of the site is http://www.aucklandcityfc.com. Put home.asp on the end of the URL to see what it looks like trying to run sIFR by default. What I'd like to be able to do is use sIFR to replace that text as well, and then other people can add stories through the CMS. Alternatively, if there's a better rotator (or possibly a Flash application) that anyone knows of, please let me know. Thanks, Adam

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  • How to implement "circular side-scrolling" in my game?

    - by Mr.Gando
    I'm developing a game, a big part of this game, is about scrolling a "circular" background ( the right end of the Background Image can connect with the left start of the Background image ). Should be something like this: ( Entity moving and arrow to show where the background should start to repeat ) This happens in order to allow to have an Entity walking, and the background repeating itself over and over again. I'm not working with tile-maps, the background is a simple Texture (400x300 px). Could anyone point me to a link , or tell me the best way I could accomplish this ? Thanks a lot.

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  • How to scroll and zoom in/out large images on iPhone?

    - by Horace Ho
    I have a large image, size around 30000 (w) x 6000 (h) pixels. You may consider it's like a big map. I assume I need to crop it up into smaller tiles. Questions: what are the right ViewControllers to use? (link) what is the tile strategy? (I put this in another question, as it's not iPhone specific) Requirements: whole image (though cropped) can be scrolled up/down/left/right by swipes zoom in (up to pixel-to-pixel) out (down to screen-fit-by-height) by the 2-finger operation memory efficiency by lazy loading tiles Bonus requirements: automatic scroll, say from left to right slowly and smoothly Thanks!

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  • JPanel: both implementing my own paintComponent() and rendering children doesn't work

    - by Paul Marshall
    I'm extending a JPanel to display a game board, and adding a JEditorPane at the bottom to hold some status text. Unfortunately, the game board renders just fine, but the JEditorPane is just a blank gray area until I highlight the text in it, when it will render whatever text is highlighted (but not the rest). If I'm understanding Swing right, it should work, because super.paintComponent(g) should render the other children (i.e., the JEditorPane). Tell me, o great stackoverflow, what bonehead mistake am I making? public GameMap extends JPanel { public GameMap() { JEditorPane statusLines = new JEditorPane("text/plain","Stuff"); this.setLayout(new BoxLayout(this,BoxLayout.PAGE_AXIS)); this.add(new Box.Filler(/*enough room to draw my game board*/)); this.add(statusLines); } public void paintComponent(Graphics g){ super.paintComponent(g); for ( all rows ){ for (all columns){ //paint one tile } } } }

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  • Using file-path to images stored within the Application Settings

    - by Bill
    I am trying to develop an application that uses a number of images that are stored in a seperate remote file location. The file-paths to the UI elements are stored within the Application Settings. Although I understand how to access and use the file-path from Settings in C# (Properties.Settings.Default.pathToGridImages + "OK.png"), I am at a loss to figure out how to utilize the Settings paths in WPF, and can only seem to access the file if I include the file-path, such as: <Grid.Background> <ImageBrush ImageSource="C:\Skins\bottomfill.png" TileMode="Tile" /> </Grid.Background> I would have thought that concatenating "Properties.Settings.Default.pathToGridImages" with "bottomfill.png" in WPF could be done much like it can be done in C#. Can anyone please point me in the right direction?

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  • Scrollbars for Infinite Document?

    - by andyvn22
    Is there a standard Aqua way to handle a practically infinite document? For example, imagine a level editor for a tile-based game. The level has no preset size (though it's technically limited by NSInteger's size); tiles can be placed anywhere on the grid. Is there a standard interface for scrolling through such a document? I can't simply limit the scrolling to areas that already have tiles, because the user needs to be able to add tiles outside that boundary. Arbitrarily creating a level size, even if it's easily changeable by the user, doesn't seem ideal either. Has anyone seen an application that deals with this problem?

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  • Optimizing tiled maps in cocos2d-iphone

    - by Omega
    My cocos2d-iphone game has tiled maps. The tilesets textures are rather big. I got around 5 tilesets and each one is 2048x2048 (retina). My maps are around 80x80. They have around 8 layers and each one is obviously using one tileset. The frame rate falls (it goes around 30 sometimes. I know 30 is rather aceptable, but still, I want 50+). So given that textures are huge I can't afford to make many layers (since each one loads a texture of these). So how about I divide my tileset textures into much smaller tilesets (like 1024x1024 each)? That will allow me to use many more layers for my maps, right? Are there any other tips for huge retina display tile maps?

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  • direct access to vector elements similar to arrays

    - by mixm
    hi. im currently creating a tile based game, where elements of the games are placed in four different vectors (since there are multiple game objects with different properties, hence stored in different vectors). these game elements themselves contain x and y coordinates similar to how they are stored in a two dimensional array. i was wondering if there was a way to access these vector elements similar to two dimensional array access (currently i am implementing an for loop to cycle the elements while comparing its coordinates). this kinda sucks when i need to refresh my display at every game cycle (since the large number of comparisons and loops). im implementing this in java btw.

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  • jQuery click event not working when mouse moves from one div to another with button held down

    - by Acorn
    I've made a page that uses jQuery to allow you to place <div>s on the page based on your mouse coordinates when you click. The page And here's the javascript: $('document').ready(function() { $("#canvas").click(function(e){ var x = e.pageX - this.offsetLeft; var y = e.pageY - this.offsetTop; $(document.createElement('div')).css({'left':x + 'px', 'top':y + 'px'}).addClass('tile').appendTo('#canvas'); }); }); I've found that if you mousedown in the div#canvas and mouseup with your pointer over a placed <div> (or vice versa) then a new <div> doesn't get placed. Why is this?

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  • iPhone - Image overlay MapKit framework?

    - by Peter
    I can see with iOS4 you can now tile an image on google maps (Been looking at the TileMap example from apple). This is great as this is what I want to do, but from what I can see I need to know the GEO reference of the image so I can raster the images with the appropriate zoom levels, etc. What I have is an artist image, which is a map of a specific area and I want to overlay this image on google maps. Am I missing something here, but can this be done with a none standard map and having different zoom levels? The main reason why I need to use google maps is because of the GPS functionality, so the user will know where they currently are on the map.

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  • MapView tiles loading in Android

    - by Pich
    In the Maps application (at least version 5) for Android the tiles are loading in a different way, than when using a MapView in my own application, when for example zooming in or out. In the MapView displays a gray checkered image until the tile is fully loaded an than the map is displayed. In Maps application this it not the case all the time. Tiles that are not fully loaded are still showing a map but it is blurry. The Maps application way of showing the map when zooming is much prettier for the eye. Is it possible to have this "feature" in a MapView in my own application as well? Best regards P

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  • What is a django QuerySet?

    - by gath
    Guys, When i do this >>> b = Blog.objects.all() >>> b i get this >>>[<Blog: Blog Title>,<Blog: Blog Tile>] When i query what type b is, >>> type(b) i get this >>> <class 'django.db.models.query.QuerySet'> What does this mean? is it a data type like dict, list etc? An example of how i can build data structure like a QuerySet will be appreciated. I would want to know how django build that QuerySet (the gory details) Gath.

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  • n how to show cascade windows in Splitcontainer panel2 c#

    - by user1875373
    In MdiParent toolstripmenuItem, I'm writing the code to show all the windows in cascade or Tile Horizontal style. My code is: this.LayoutMdi(MdiLayout.Cascade); this.LayoutMdi(MdiLayout.TileHorizontal); This code will work in mdi parent only. But now I'm using a Split container in my Parent Form. In Panel1 I have buttons to Show the Form. In Panel2 My Forms will display, as: Forms.paymentPaid paidFm = new SalesandPurchases.Forms.paymentPaid(); paidFm.MdiParent = this; paidFm.Left = (this.myPanel.Width - paidFm.Width) / 2; paidFm.Top = (this.myPanel.Height - paidFm.Height) / 2; myPanel.Controls.Add(paidFm); paidFm.Show(); Now Because of my Split Container my code( this.LayoutMdi(MdiLayout.Cascade)) is not working for cascade the windows in Panel2. Please tell me any other way.

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  • Loading images from Facebook in Flash Builder

    - by wannax
    Hi, I'm doing a Facebook App where I'd like to pull out all the possible images from a user's album. What I'm trying to do at the moment is a fql query so that i can find all the images that belong to that specific user. it goes something like that: protected function loadFromFacebook(event:MouseEvent):void { var fql:String = "select src_small from photo where owner = me()"; Facebook.fqlQuery(fql, handleGetPhotosResponse); } private function handleGetPhotosResponse(event:Object, fail:Object):void { if (event != null){ facebookPhotos = new ArrayCollection(event as Array); } } I store this images in an array collection but I don't know how to proceed after that. How can I load those images into, say, a Tile List or a Loader? Any help would be much appreciated, thanks

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  • How to calculate the touch location with convertToWorldSpace?

    - by Paul
    i would like to convert the touch location as a world coordinate in my tile game. With this code, i clicked on the right of the screen (so that my character walks in the tiled game, and the background goes slowly to the left) : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL: location]; CGPoint test = [self convertToWorldSpace:location]; CCLOG(@"test : %.2g", test.x); The test log gives me : 50, 72, 1e+02, 2.6e+02, 4.2e+02, (and then goes down) 3.2e+02, 9.5, -1.9e+02, etc. Does anyone know why? I would like to calculate the "real" coordinate of the touch, so that i know when the character has to keep going (click on the right of its actual position) or if he has to turn and go backwards. (click on the left of its actual position) Thanks for your help

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  • Margin adjustments when using ggplot's geom_tile()

    - by chris_dubois
    From the documentation for ggplot2's geom_tile() function, we have the following simple plot: > # Generate data > pp <- function (n,r=4) { + x <- seq(-r*pi, r*pi, len=n) + df <- expand.grid(x=x, y=x) + df$r <- sqrt(df$x^2 + df$y^2) + df$z <- cos(df$r^2)*exp(-df$r/6) + df + } > p <- ggplot(pp(20), aes(x=x,y=y)) > > p + geom_tile() How do I remove the margins that border the tile?

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  • Rendering Views as String with Spring MVC and Apache Tiles

    - by lynxforest
    I am trying to reuse some of my tiles in a controller which is returning a json response to the client. I would like to return a json response similar to the following format: { 'success': <true or false>, 'response': <the contents of an apache tile> } In my controller I would like to perform logic similar to this pseudocode: boolean valid = validator.validate(modelObj) String response = "" if(valid){ response = successView.render() // im looking for a way to actually accomplish // this, where the successView is the apache tiles view. // I would also need to pass a model map to the view somehow. }else{ response = errorView.render() } writeJsonResponse(httpResponse, /* a Map whose json representation looks like the one I described above. */)

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  • tiled images in swing

    - by sasquatch90
    I have task to prepare two windows with swing. One contains grid of squares, with random numbers in them. In second I need to load pieces of tiled image and then show them in the correct order, forming tiled image. Windows should look like this : http://img535.imageshack.us/img535/3129/lab8a.jpg Okay so how to bite this ? I've used swing only few times to draw some 2d polylines, so basically I just theoretically now what to do. Ok, so window number 1: I start with creating Jframe for the window. Then I do for loop and in it create 16 JLabels with random numbers in them ? How to set margins between each tile and the whole window ? Window number 2 : So I start the same, but instead of loading numbers I add images ? Now, how can I load image from file and then set it as background ?

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  • Obj-c Turning long string into multidimensional array

    - by Phil
    I have a long NSString, something like "t00010000t00020000t00030000" and so on. I need to split that up into each "t0001000". I'm using... NSArray *tileData = [[GameP objectForKey:@"map"] componentsSeparatedByString:@"t"]; And it splits it up, but the "t" is missing, which I need (although I think I could append it back on). The other way I guess would be to split it up by counting 8 char's, although not sure how to do that. But ideally I need it split into a [][] type array so I can get to each bit with something like... NSString tile = [[tileData objectAtIndex:i] objectAtIndex:j]]; I'm new to obj-c so thanks for any help.

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  • WHY HAVE YOU ROMOVED MY POST? [closed]

    - by Eddy Freeman
    I posted a question about how to rotate a tile in BufferedImage. I did it in the morning and you removed it. Why have you removed it again? What is wrong with the posts? Tell me before i become angry. You have removed the post twice without informing/telling me the problem. with the posts What is wrong? Tell me. Reply to this post and tell me what is wrong.

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  • Starting Game dev on iPhone:iPad - learning path ??

    - by Tibi
    Hi there, I'm beginning in iPhone/iPad game dev and I'm searching to set up my learning path. The basic features I would like to learn (after the basic SDK iphone components programming) are : using a board like interface where I can move pawn with my fingers detect where the pawn was moved and triggers events in the game The board will be constitute by 6 tiles that may be organised randomly when starting the game : may i use an sdk component with a delegate and datasource to determine where the pawn was left and on which tile ? need to use dices (which kind of library may I use ?) ... Do you have any idea about where to start ? ;-) Many thanks, Tib.

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