I am about to finish a libgdx project. But I'm stucked at somewhere about floating text.
In my project, there's a splash screen first, after that in the second screen I have a floating text that floats from "-y", to top of the screen. Here's the thing:
How can I make this text looks like star wars episode stories? I mean, text should be float vertical + horizontal on both sides + and look like it goes to "-z" ?
I thought about to add video but after my research, I realized that I can not do that in libgdx projects, but I don't know, can I?
I hope I explained my problem clearly. This is not a "must do" thing for my project, but without this effect that screen is kinda meaningless. I'd really appreciated if you guys help me.
Related
i use Hololens and when I move the object or rotate I should show the axes. The code to move or rotate the object I already have it and in the editor the gizmo asxis are seen, but on the hololens emulator no.
Can you help me? thank you so much
Your question is a bit unclear, but is it right to say you have a manipulatable hololens object working and you just want to show the X/Y/Z axes like the unity editor does?
The axis you see is just a gizmo to help show orientation while in the scene view. It will disappear in the Game view, or any emulator/actual build to a device. It's not an easy approach to try to make that axis itself appear in your finished game.
Instead, to show an axis, you just need to create your own 3D model of an axis, and attach it as a child to the gameobject you are moving/rotating.
You can enable or disable the axis gameobject if you want it to only appear while moving. Treat it just like any other Unity GameObject, the intro tutorials will show you how to do that.
Good Luck!
Scratch allows selection of the color using the set pen color. Does anyone know if its possible to program to set the color to transparent so that what ever is drawn can effectively be erased? What would the color number be for that?
Update
The idea was to cover a picture (background) with a colour drawn over the top. Now give the player a little creature that erases the colour on top, they have a certain amount of moves or time to guess what the picture is. The less moves/time they use the more points the player will be awarded.
But the problem seems to be that in the paint a sprite part of scratch erase is an option, but not in the pen programming.
If I cant solve it using erase apprach, my alternative is to make a lot of sprites covering the picture and hide them when the creature touches them. But it seems less fun for the player as the uncovered patterns will be more predictable.
Unfortunately, this isn't really possible. If you have a backdrop that's all one color, you could set the pen color to be the same as the backdrop and color over what you already have (giving the illusion of erasing), but other than that there really isn't a good way.
Your only other option is to use the clear block and then re-draw everything except the piece you want to erase.
If you want to give more context about your specific project, I might be able to help you work out a solution (I've done quite a lot with pen blocks over the years).
Like PullJosh said, it isn't really possible but you can make a sprite called Cover and make it a circle of any color you want. Then, it can clone it's sprite over the sprite you want to hide. Then you can attach a script to the clones:
https://i.stack.imgur.com/S6h4c.png (ctrl + click)
I'm writing a game with LibGDX and Box2DLights for lighting.
The first problem is when my lights overlap each other. I have directional light on sun and point light on character. When they overlap output color is way too bright.
I tried changing colors of lights but lowering these makes lights useless when there's only one light(too dark).
My second problem is the colors are a bit grayed out(see on screen).
Image showing my problems - first screen is too bright, second is with only one light(grayed out), and third is without lights(this is how colors should look).
Any ideas how to overcome these problems?
PROBLEM SOLVED
I asked my friend about it and it's all about setting diffuse lighting in RayHandler like this:
rayHandler.useDiffuseLight(true);
Everything works perfectly now.
I want to draw a polyline in Google Maps SDK for iOS but the ends of the line look pretty ugly to me. Is there a way I could smooth them out or round them off? I tried adding a GMSCircle to the end of the line but the circle gets zoomed in differently than the polyline, ruining the whole effect.
I am sorry but I don't have enough reputation to post images of it yet.
Is there another way I could achieve this whole "rounding-off" effect?
I am trying to do thing that is already done in default Android 2.3 camera application - rotation only for some elements (such as buttons) when changing orientation of the device.
For example, when I switch my phone to landscape orientation I don't need to change whole layout - I only need to rotate some UI elements.
Don't know about Camera application in Android 4, but in Android 2.2 it looks the same as I want.
Is it possible?
(and sorry for bad English, guys)
This is an old question but I've just stumbled across it by accident. In case anybody finds this and is stumped there are two easy solutions. Your elements support a 'rotate' attribute which can do most of the hard work for it (just set an angle), but beware this seems to change the canvas dimensions and can leave you with empty padding. There is also a Rotate Drawable which will help you rotate other drawables.