I use Haxeflixel, choose build target Neko and Neko 64.
I coded 1280 x 720 resolution but executed screen is not fit.
change resoulution too.
I just reinstall my os x yosemite system. is the reason it?
I can not understand this situation
var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = PlayState; // The FlxState the game starts with.
var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
var framerate:Int = 60; // How many frames per second the game should run at.
var skipSplash:Bool = false; // Whether to skip the flixel splash screen that appears in release mode.
var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
very default settings...
If I understand your question, the problem is that gameWidth and gameHeight set the game's logical screen size, not the size in pixels of the window that the game runs in.
Try changing the window settings in your project's Project.xml file to set the physical size of the window to match the game coordinates and it might start looking how you expect:
<!--These window settings apply to all targets-->
<window width="1280" height="720" fps="60" background="#000000" hardware="true" vsync="true" />
It's lime 2.4.4 problem.
download http://www.openfl.org/builds/lime/lime-2.4.0-6-g837aa96.zip
and
haxelib local lime-2.4.0-6-g837aa96.zip on terminal
see below..
http://community.openfl.org/t/running-openfl-error-on-mac/1409/14
Related
Fullscreen mode in JSXgraph always adds big gray margins around the board, giving the impression I don't take full advantage of a big screen. Can one configure fullscreen mode, so as to minimize the use of these margins?
This is a good question / suggestion! Up to version 1.4.6 it is not possible to configure the size of the JSXGraph board in the fullscreen window.
since this property is hard-coded with the value of 0.85.
I just added the new board attribute scale to the source code, available in the fullscreen attribute object:
const board2 = JXG.JSXGraph.initBoard('jxgbox', {
axis:true,
boundingbox:[-5,5,5,-5],
showFullscreen: true,
fullscreen: {
scale: 0.99
}
});
var pol = board.create('polygon', [[0, 1], [3,4], [-1,-4]]);
The default value of the attribute will be 0.85. This feature will be available in the upcoming 1.4.7 version.
I'm trying to apply a pixelation shader to my textures and I need it to be applied only once, after that I can reuse my shader generated images as textures over and over without having to calculate every single time.
so how do I take a few images -> apply a shader and render them only once every time the game loads -> and use them as my textures?
so far I've managed to find the shader to apply:
shader_type canvas_item;
uniform int amount = 40;
void fragment()
{
vec2 grid_uv = round(UV * float(amount)) / float(amount);
vec4 text = texture(TEXTURE, grid_uv);
COLOR = text;
}
but I have no idea how to render out the images using it
Shaders reside in the GPU, and their output goes to the screen. To save the image, the CPU would have to see the GPU output, and that does not happen… Usually. And since it does not go through the CPU, the performance is good. Usually. Well, at least it is better than if the CPU was doing it all the time.
Also, are you sure you don't want to get a pixel art look by other means? Such as removing filter from the texture, changing the stretch mode and working on a small resolution, and perhaps enable pixel snap? No? Watch How to make a silky smooth camera for pixelart games in Godot. Still No? Ok...
Anyway, for what you want, you are going to need a Viewport.
Viewport setup
What you will need is to create a Viewport. Don't forget to set its size. Also may want to set render_target_v_flip to true, this flips the image vertically. If you find the output image is upside down it is because you need to toggle render_target_v_flip.
Then place as child of the Viewport what you want to render.
Rendering
Next, you can read the texture form the Viewport, convert it to an image, and save it to a png. I'm doing this on a tool script attached to the Viewport, so I'll have a workaround to trigger the code from the inspector panel. My code looks like this:
tool
extends Viewport
export var save:bool setget do_save
func do_save(new_value) -> void:
var image := get_texture().get_data()
var error := image.save_png("res://output.png")
if error != OK:
push_error("failed to save output image.")
You can, of course, export a FILE path String to ease changing it in the inspector panel. Here I'm handing common edge cases:
tool
extends Viewport
export(String, FILE) var path:String
export var save:bool setget do_save
func do_save(_new_value) -> void:
var target_path := path.strip_edges()
var folder := target_path.get_base_dir()
var file_name := target_path.get_file()
var extension := target_path.get_extension()
if file_name == "":
push_error("empty file name.")
return
if not (Directory.new()).dir_exists(folder):
push_error("output folder does not exist.")
return
if extension != "png":
target_path += "png" if target_path.ends_with(".") else ".png"
var image := get_texture().get_data()
var error := image.save_png(target_path)
if error != OK:
push_error("failed to save output image.")
return
print("image saved to ", target_path)
Another option is to use ResourceSaver:
tool
extends Viewport
export var save:bool setget do_save
func do_save(new_value) -> void:
var image := get_texture().get_data()
var error := ResourceSaver.save("res://image.res", image)
if error != OK:
push_error("failed to save output image.")
This will only work from the Godot editor, and will only work for Godot, since you get a Godot resource file. Although I find interesting the idea of using Godot to generate images. I'm going to suggest going with ResourceSaver if you want to automate generating them for Godot.
About saving resources from tool scripts
In the examples above, I'm assuming you are saving to a resource path. This is because the intention is to use the output image as a resource in Godot. Using a resource path has a couple implications:
This might not work on an exported game (since the goals is improve the workflow, this is OK).
Godot would need to re-import the resource, but will not notice it changed.
We can deal with the second point from an EditorPlugin, if that is what you are doing, you can do this to tell Godot to scan for changes:
get_editor_interface().get_resource_filesystem().scan()
And if you are not, you can cheat by creating an empty EditorPlugin. The idea is to do this:
var ep = EditorPlugin.new()
ep.get_editor_interface().get_resource_filesystem().scan()
ep.free()
By the way, you will want to cache cache the EditorPlugin instead of making a new one each time. Or better yet, cache the EditorFileSystem you get from get_resource_filesystem.
Automation
Now, I'm aware that it can be cumbersome to have to place things inside the Viewport. It might be Ok for your workflow if you don't need to do it all the time.
But what about automating it? Well, regardless of the approach, you will need a tool script that makes a hidden Viewport, takes a Node, checks if it has a shader, if it does, it moves it temporarily to the Viewport, get the rendered texture (get_texture()) sets it as the texture of the Node, removes the shader, and returns the Node to its original position in the scene. Or instead of looking for a shader in the Node, always apply a shader to whatever Node, perhaps loaded as a resource instead of hard-coded.
Note: I believe you need to let an idle frame pass between adding the Node to the Viewport and getting the texture, so the texture updates. Or was it two idle frames? Well, if one does not work, try adding another one.
About making an EditorPlugin
As you know, you can create an addon from project settings. This will create an EditorPlugin script for you. There you can either add an option to the tools menu (with add_tool_menu_item), or add it to the tool bar of the editor (with add_control_to_container). And have it act on the current selection in the edited scene (you can either use get_selection, or overwrite the edit and handles methods). You may also want to make an undo entry for that, see get_undo_redo.
Or, alternatively you can have it keep track (or look for) the Nodes it has to act upon, and then work on the build virtual method, which runs when the project is about to run. I haven't worked with the build virtual method, so I don't know if it has any quirks to gotchas to be aware of.
Chatty is a java application to chat in Twitch (streaming platform) from the desktop.
What I'm trying to accomplish is that Chatty always starts with specifics X, Y, width and height properties.
{ rule = { class = "chatty-Chatty" },
properties = {
width = 267,
height = 223,
x = 1575,
y = 774
},
},
The X and Y properties work just fine, wherever I move the window if I closed and open it again it appears in my desired position. However for some reason I fail to acknowledge Chatty doesn't care about the width and height properties, it always opens with the last geometry.
Chatty itself have a config file but there isn't anything related to width and height dimensions.
I'm on Arch, and the only WM I have is Awesome.
PD: One weird thing is that every time I'm changing the window size it also moves, always in a bottom right direction. This is annoying but not a problem, I'm mentioning this just in case it is related to the possible issue.
This is probably because they client resize itself after the rules are executed (which would be a bug in your app or Java). In any case, you can do:
client.disconnect_signal("request::geometry", awful.ewmh.client_geometry_requests)
to turn off the client ability to resize themselves.
In AwesomeWM git-master version, you can use the permission API to deny the "client" -> "geometry" -> "ewmh" permission per client.
I am developing winRt metro application. I was using SwapChainBackgroundPanel in UI for showing video content.
I recently replaced it by SwapChainPanel because Microsoft recommends it.
But now the UI is stretched beyond the screen.
If I don't convert dips to pixels while resizing swapchain buffers , The UI looks fine.
I am seeing this problem in Surface pro 3 and other high resolution devices
Beginning with SwapChainPanel, you have to take the properties CompositionScaleX and CompositionScaleY into consideration.
Just before m_swapChain->GetBuffer(), insert the following code:
// Setup inverse scale on the swap chain
DXGI_MATRIX_3X2_F inverseScale = { 0 };
inverseScale._11 = 1.0f / m_swapChainPanel->CompositionScaleX;
inverseScale._22 = 1.0f / m_swapChainPanel->CompositionScaleY;
ComPtr<IDXGISwapChain2> spSwapChain2;
DX::ThrowIfFailed(
m_swapChain.As<IDXGISwapChain2>(&spSwapChain2)
);
DX::ThrowIfFailed(
spSwapChain2->SetMatrixTransform(&inverseScale)
);
I'm developing an applications which I've got running on a server on my linux desktop. Due to the shortcomings of Flash on Linux (read: too hard) I'm developing the (small) flash portion of the app in Windows, which means there's a lot of frustrating back and forth. Now I'm trying to capture the output of the flash portion using flash tracer and that is proving very difficult also. Is there any other way I could monitor the output of trace on linux? Thanks...
Hope this helps too (for the sake of google search i came from):
In order to do trace, you need the debugger version of Flash Player from
http://www.adobe.com/support/flashplayer/downloads.html (look for "debugger" version specifically - they are hard to spot on first look)
Then an mm.cfg file in your home containing
ErrorReportingEnable=1 TraceOutputFileEnable=1 MaxWarnings=50
And then you are good to go - restart the browser. When traces start to fill in, you will find the log file in
~/.macromedia/Flash_Player/Logs/flashlog.txt
Something like
tail ~/.macromedia/Flash_Player/Logs/flashlog.txt -f
Should suffice to follow the trace.
A different and mind-bogglingly simple workaround that I've used for years is to simply create an output module directly within the swf. All this means is a keyboard shortcut that attaches a MovieClip with a textfield. All my traces go to this textfield instead of (or in addition to) the output window. Over the years I've refined it of course, making the window draggable, resizable, etc. But I've never needed any other approach for simple logging, and it's 100% reliable and reusable across all platforms.
[EDIT - response to comment]
There's no alert quite like javascript's alert() function. But using an internal textfield is just this simple:
ACTIONSCRIPT 1 VERSION
(See notes at bottom)
/* import ExternalInterface package */
import flash.external.*;
/* Create a movieclip for the alert. Set an arbitrary (but very high) number for the depth
* since we want the alert in front of everything else.
*/
var alert = this.createEmptyMovieClip("alert", 32000);
/* Create the alert textfield */
var output_txt = alert.createTextField("output_txt", 1, 0, 0, 300, 200);
output_txt.background = true;
output_txt.backgroundColor = 0xEFEFEF;
output_txt.selectable = false;
/* Set up drag behaviour */
alert.onPress = function()
{
this.startDrag();
}
alert.onMouseUp = function()
{
stopDrag();
}
/* I was using a button to text EI. You don't need to. */
testEI_btn.onPress = function()
{
output_txt.text = (ExternalInterface.available);
}
Notes: This works fine for AS1, and will translate well into AS2 (best to use strong data-typing if doing so, but not strictly required). It should work in Flash Players 8-10. ExternalInterface was added in Flash 8, so it won't work in previous player versions.
ACTIONSCRIPT 3 VERSION
var output_txt:TextField = new TextField();
addChild(output_txt);
output_txt.text = (String(ExternalInterface.available));
If you want to beef it out a bit:
var alert:Sprite = new Sprite();
var output_txt:TextField = new TextField();
output_txt.background = true;
output_txt.backgroundColor = 0xEFEFEF;
output_txt.selectable = false;
output_txt.width = 300;
output_txt.height = 300;
alert.addChild(output_txt);
addChild(alert);
alert.addEventListener(MouseEvent.MOUSE_DOWN, drag);
alert.addEventListener(MouseEvent.MOUSE_UP, stopdrag);
output_txt.text = (String(ExternalInterface.available));
function drag(e:MouseEvent):void
{
var alert:Sprite = e.currentTarget as Sprite;
alert.startDrag();
}
function stopdrag(e:MouseEvent):void
{
var alert:Sprite = e.currentTarget as Sprite;
alert.stopDrag();
}
[/EDIT]
If you only need the trace output at runtime, you can use Firebug in Firefox and then use Flash.external.ExternalInterface to call the console.log() Javascript method provided by Firebug.
I've used that strategy multiple times to a large degree of success.
Thunderbolt is a great logging framework with built-in firebug support.
I use the flex compiler on linux to build actionscript files, [embed(source="file")] for all my assets including images and fonts, I find actionscript development on linux very developer friendly.
Then again, I'm most interested in that flash has become Unix Friendly as aposed to the other way around :)
To implement FlashTracer, head to the following address and be sure you have the latest file. http://www.sephiroth.it/firefox/flashtracer/ . Install it and restart the browser.
Head over to adobe and get the latest flash debugger. Download and install the firefox version as FlashTracer is a firefox addition.
Now that firefox has the latest flash debugger and flash tracer we need to locate mm.cfg
Location on PC: C:\Documents and Settings\username
Inside of mm.cfg should be:
ErrorReportingEnable=1
TraceOutputFileEnable=1
MaxWarnings=100 //Change to your own liking.
Once that is saved, open firefox, head to the flash tracer window by heading to tools > flash tracer. In the panel that pops up there is two icons in the bottom right corner, click the wrench and make sure the path is set to where your log file is being saved. Also check to see that flash tracer is turned on, there is a play/pause button at the bottom.
I currently use this implementation and hope that it works for you. Flash Tracer is a little old, but works with the newest versions of FireFox. I am using it with FireFox 3.0.10.