How can background image be set in repeat effect in cocos creater ?
If character runs, back image should be flow backwards, but I want to background repeatedly continuously repeated by using one device size image file.
I think you can do this by using two background images, placed one after the other, with anchors 0,0, size assumed to be same as canvas size (Images not placed inside the canvas). This script applied to both images can achieve that effect, in simplest form.
cc.Class({
extends: cc.Component,
properties: {
// speed of scrolling
speed: 0,
// reset to position
bgwidth: 0
},
// use this for initialization
onLoad: function () {
},
// called every frame, uncomment this function to activate update callback
update: function (dt) {
var x = this.node.x;
x -= this.speed * dt;
if (x <= -this.bgwidth) {
x += this.bgwidth*2;
}
this.node.x = x;
},
});
Related
I am developing a game where I want my textured image to remain on the top of video player but currently video player always stays on the top of all views?
I am using the CocosCreator framework and typescript.
VideoPlayer, EditBox and WebView Component are appended in cc.game.container so these component will add as last child and These will appear on the top.
By following these steps you can change the order or appearance.
If you wan to put something like a video player Behind the canvas and want to
put other component above it, So first you will have to make your canvas transparent. You can do this by setting the flag of engine file "/engine/cocos2d/core/platform/CCMacro.js"
Change the flag ENABLE_TRANSPARENT_CANVAS to true
You need the change the ZOrder of canvas and video component class in the start of the script responsible for video player.
start: function () {
cc.director.setClearColor(new cc.Color(0, 0, 0, 0))
let videoElement = document.getElementsByClassName('cocosVideo')[0];
videoElement.style.zIndex = 2;
let gameCanvas = document.getElementsByClassName('gameCanvas')[0];
gameCanvas.style.position = 'relative';
gCanvas.style.zIndex = 4;
},
3.Here is the complete script to play a video over canvas.
cc.Class({
extends: cc.Component,
properties: {
video:{
default: null,
type: cc.VideoPlayer
}
},
// use this for initialization
onLoad: function () {
this.videoPlayer = this.node.getComponent(cc.VideoPlayer);
this.videoPlayer.node.on('ready-to-play', this.callback, this);
},
start: function () {
cc.director.setClearColor(new cc.Color(0, 0, 0, 0))
let videoElement = document.getElementsByClassName('cocosVideo')[0];
videoElement.style.zIndex = 2;
let gameCanvas = document.getElementsByClassName('gameCanvas')[0];
gameCanvas.style.position = 'relative';
gCanvas.style.zIndex = 4;
},
callback () {
console.log("video ready to play")
this.videoPlayer.play();
},
// called every frame
update: function (dt) {
},
});
Basically the problem is that after you rotate the camera, the points that are given as arguments in the callback for dragging are not what I expected. I'm guessing I have to Rotate the given points also but I just couldn't.
Can Someone explain what is going on, is this some kind of bug or what should I do in order the sprite to follow the mouse cursor?
Easiest way to explain the problem is to reproduce it:
1) Go to Phaser Example Runner
2) Copy- Paste this code:
var config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
scene: {
preload: preload,
create: create
}
};
var game = new Phaser.Game(config);
function preload ()
{
this.load.image('eye', 'assets/pics/lance-overdose-loader-eye.png');
}
function create ()
{
var image = this.add.sprite(200, 300, 'eye').setInteractive();
this.cameras.main.setRotation(Math.PI);
image.on('pointerover', function () {
this.setTint(0x00ff00);
});
image.on('pointerout', function () {
this.clearTint();
});
this.input.setDraggable(image);
this.input.on('dragstart', function (pointer, gameObject) {
gameObject.setTint(0xff0000);
});
this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
console.log(`x: ${dragX}, y: ${dragY}`);
gameObject.x = dragX;
gameObject.y = dragY;
});
this.input.on('dragend', function (pointer, gameObject) {
gameObject.clearTint();
});
}
3) Open the console, drag around the Eye and look at what coordinates are given.
4) If you remove line 24 (the rotation of the camera) Everything works as expected.
(The example is taken from Phaser 3 Official examples and a bit changed for the bug)
According to Phaser's API Documentation on the setRotation() method, the rotation given in radians applies to everything rendered by the camera. Unfortunately, your pointer isn't rendered by the camera so it doesn't get the same rotated coordinates. Not sure if this is a bug with the library or just a poorly documented exception, but I believe there is a workaround.
Create 2 variables to hold an initial position and a final position:
var image = this.add.sprite(200, 300, 'eye').setInteractive();
var initial = [];
var final = [];
Populate the initial position in your .on('dragstart') method:
this.input.on('dragstart', function (pointer, gameObject) {
initial = [
gameObject.x,
gameObject.y,
pointer.x,
pointer.y
];
gameObject.setTint(0xff0000);
});
Then, populate the final variable in your .on('drag') method:
this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
final = [
gameObject.x, // not necessary but keeping for variable shape consistency
gameObject.y, // not necessary but keeping for variable shape consistency
pointer.x,
pointer.y
];
gameObject.x = initial[0] + (initial[2] - final[2]);
gameObject.y = initial[1] + (initial[3] - final[3]);
});
All we're doing here is keeping track of the change in pointer position and mimicking that change in our gameObject.
I need make an App that has about 30k Objects, a user can Pan, Zoom or "Select on click" any of those objects.
Fabric.js Canvas is being used
I have done the same using SVG's and the svg-pan-zoom plugin (no Canvas Element) with better results
Problem: there is a significant Lag while Zooming, Panning or Object on Click
will removing Fabric.js improve performance?
will switching to WebGL improve performance?
Have tried Fabric specific options
fabric.Object.prototype.objectCaching = false;
fabric.Object.prototype.statefullCache = false;
fabric.Object.prototype.noScaleCache = true;
fabric.Object.prototype.needsItsOwnCache = false;
UPDATE
Heres the updated Fiddle
for reference :
canvas-vs-svg-vs-div Stackoverflow
Stackoverflow
Don't Render in IO EVENTS!
Though not a complete fix to the update speed this answer will about double the interaction speed.
A common, almost standard, mistake made with mouse and event interaction with the canvas (and DOM) is to delegate rendering to mouse/touch events. This is very bad practice as mouse events fire at much higher rates than the display can display. It becomes worse when your rendering time is high as you queue up mouse events (pseudo render events) and do a re render for every movement of the mouse
Note blocking code will stop mouse events but as soon as the engine is idle the mouse will start firing at full rate again.
Use the mouse events just to get the mouse state. Use an animation loop that is synced to the display to render only when needed and there is time available. Things like the wheel and mouse movement deltas should be recorded cumulatively.
mouse.dx += event.movementX;
mouse.dy += event.movementY;
mouse.wheel += event.wheelDelta;
And consume them in the main render loop...
function update(){
// ... code to use mouse
// consume deltas
mouse.x = mouse.y = mouse.wheel = 0;
...this ensures that the mouse state is accurately followed when you may have many mouse events between render updates.
Example, separating events from rendering.
Change you code in the fiddle you provided to the following, on my machine it about doubled the rendering speed (which is still very slow).
// from just after the function applyZoom replace all the code
var mouse = { // holds the mouse state
x : 0,
y : 0,
down : false,
w : 0,
delta : new fabric.Point(0,0),
}
// event just track mouse state
function zoom(e) {
if(e != null) { e.preventDefault() }
var evt=window.event || e;
mouse.x = e.offsetX;
mouse.y = e.offsetY;
mouse.w += evt.detail? evt.detail*(-120) : evt.wheelDelta;
return false;
}
canvas.on('mouse:up', function (e) { mouse.down = false });
canvas.on('mouse:out', function (e) { mouse.down = false });
canvas.on('mouse:down', function (e) { mouse.down = true });
canvas.on('mouse:move', function(e) {
if (e && e.e) {
mouse.delta.x += e.e.movementX;
mouse.delta.y += e.e.movementY;
}
});
// main animation loop
function update(){
if(mouse.w !== 0){ // if the wheel has moved do zoom
var curZoom = canvas.getZoom();
canvas.zoomToPoint(
{ x : mouse.x, y: mouse.y },
canvas.getZoom() + mouse.w / 4000
);
mouse.w = 0; // consume wheel delta
}else if(mouse.down) { // if mouse button down
canvas.relativePan(mouse.delta);
}
// consume mouse delta
mouse.delta.x = 0;
mouse.delta.y = 0;
requestAnimationFrame(update);
}
requestAnimationFrame(update);
Suppose I have a large campsite like "seating" chart with several hundred lots sectioned off and outlined in photoshop. (each lot is roughly a square) Every lot needs to be numbered in photoshop and also editable in the future in case of changes. The lots are scattered and curve around the landscape so entering text in one layer seems out since for example lot 27 with be on the right and rotate 20 degrees to match the lot and yet lot 185 might be way over on the left at a far different angle.
Is there an elegant way to do this or at least quickly import a large number sequence that places one number per layer so I can grab them and orient them to their corresponding lot quickly instead of typing out and then positioning ever number individually? I'm having trouble thinking up an elegant/fast way to handle this in Photoshop...
Edit 1 - picture: http://i.imgur.com/UT3DRBi.jpg
You can do it with Extendscript. I am not the best of Extendscript programmers, but the following script will ask you for the number of text labels you want and add that many numbers on sepearate layers. Of course, you can diddle around with the font, colour, position, size etc. but it should get you started.
Here is an example - I turned off layers 4 and 5 so you can see each number is on a new layer.
Here it asks how many numbers you want:
// Setchell - AddNumbers - Adobe Photoshop Script
// Description: Asks user for number of numbers to add, each in own layer
// Version: 0.1
// Author: Mark Setchell (mark#thesetchells.com)
// Web: http://www.thesetchells.com
// ============================================================================
// Installation:
// 1. Place script in 'C:\Program Files\Adobe\Adobe Photoshop CS#\Presets\Scripts\'
// 2. Restart Photoshop
// 3. Choose File > Scripts > AddNumbers
// ============================================================================
// enable double-clicking from Mac Finder or Windows Explorer
// this command only works in Photoshop CS2 and higher
#target photoshop
// bring application forward for double-click events
app.bringToFront();
///////////////////////////////////////////////////////////////////////////////
// AddNumbers
///////////////////////////////////////////////////////////////////////////////
function AddNumbers() {
// Change Debug=1 for extra debugging messages
var Debug=1;
// Get user to enter common stem for JPEG names
var dialog = new Window('dialog', 'Setchell - AddNumbers');
dialog.size = {width:500, height:100};
dialog.stem = dialog.add('edittext',undefined, '<Enter ending number>');
dialog.stem.size = {width:400,height:25};
dialog.stem.value = true;
dialog.stem.buildBtn = dialog.add('button', undefined,'OK', {name:'ok'});
dialog.show();
// Pick up what user entered - just digits
var limit=dialog.stem.text.match(/\d+/);
// Debug
if(Debug)alert(limit);
var cnt;
var n=0;
var nPer=10;
var deltaX=app.activeDocument.width/nPer;
var deltaY=app.activeDocument.height/nPer;
var tX=0;
var tY=deltaY;
app.preferences.typeUnits = TypeUnits.POINTS;
for(cnt=1;cnt<=limit;cnt++){
// Adds a new layer to the active document and stores it in a variable named “myTextLayer”.
var myTextLayer = app.activeDocument.artLayers.add();
// Changes myTextLayer from normal to a text layer.
myTextLayer.kind = LayerKind.TEXT;
// Gets a reference to the textItem property of myTextLayer.
var myText = myTextLayer.textItem;
// sets the font size of the text to 16.
myText.size = 16;
// Sets the contents of the textItem.
myText.contents = cnt;
// Position the label - could be improved :-)
tX=n*deltaX;
myText.position = new Array(tX, tY);
n++;
if(n==nPer){
tY+=deltaY;
n=0;
}
}
return;
}
///////////////////////////////////////////////////////////////////////////////
// isCorrectVersion - check for Adobe Photoshop CS2 (v9) or higher
///////////////////////////////////////////////////////////////////////////////
function isCorrectVersion() {
if (parseInt(version, 10) >= 9) {
return true;
}
else {
alert('This script requires Adobe Photoshop CS2 or higher.', 'Wrong Version', false);
return false;
}
}
///////////////////////////////////////////////////////////////////////////////
// showError - display error message if something goes wrong
///////////////////////////////////////////////////////////////////////////////
function showError(err) {
if (confirm('An unknown error has occurred.\n' +
'Would you like to see more information?', true, 'Unknown Error')) {
alert(err + ': on line ' + err.line, 'Script Error', true);
}
}
// test initial conditions prior to running main function
if (isCorrectVersion()) {
// Save current RulerUnits to restore when we have finished
var savedRulerUnits = app.preferences.rulerUnits;
// Set RulerUnits to PIXELS
app.preferences.rulerUnits = Units.PIXELS;
try {
AddNumbers();
}
catch(e) {
// don't report error on user cancel
if (e.number != 8007) {
showError(e);
}
}
// Restore RulerUnits to whatever they were when we started
app.preferences.rulerUnits = savedRulerUnits;
}
I have created a movieclip which have 120 frames.
Now i have used multiple instances of this movieclip on stage.
I want each movieclip to stop when it reaches a particular frame. (frame number is different for all instances)
i tried following code
if (char_1.currentFrame == 36) {char_1.stop();}
but it's not working. i tried to trace the current frame and it's always showing 1.
trace(char_1.currentFrame);
Any solution please?
try something like this:
// root
var allMCs:Dictionary = new Dictionary();
allMCs[char_1] = 32; // frame on which to stop char_1
allMCs[char_2] = 12; // frame on which to stop char_2
allMCs[char_3] = 47; // frame on which to stop char_3
// ... add more
// add ENTER_FRAME listener
this.addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(evt:Event):void
{
// loop through all MCs and check their frame
for (var mc:MovieClip in allMCs)
{
trace(mc + " frame: " + mc.currentFrame);
if (mc.currentFrame == allMCs[mc])
{
mc.stop();
}
}
}
if the traces still state that the currentFrame is 1, make sure to do a play(); in every MC you use.