I am developing a game in Swift 4 with SpriteKit, where I am facing an issue I have no idea how to fix or workaround it.
- video link -
As you can see from the video, in my game I created a side menu (SKSpriteNode), which is outside the screen. He is placed on (minus) -screen_width. When I tap the menu button from the top corner, the side menu comes it with SKAction.move. First time the menu comes in, the application spikes, making the transition not running smoothly, easy visible to human eye.
My guess is: the first time the menu comes in, the application loads the images, creating the small spike. After I display the menu for the first time, the spikes no longer reproducing. Take into consideration the fact that the menu is created on didMove function, it's not created when the user taps the menu for the first time.
I encounter this problem every time I render a new object outside the screen and move it in. For example, if I create a bomb outside screen areas, for example (x: 0, y: 2 * screen_height), and then I put the bomb fall from the sky to player which is situated in the middle of the screen; when the image reach phone screen areas, it spikes.
Is there a way to force the application load the images before calling the menu in order to avoid the spike?
Related
I'm currently using 3.6.0 and I'm finding that, as features are placed from left to right on the map that features further to the right seem to be offset from their icons - if I place my mouse directly over the graphic feature the mouse cursor (which is wired up to forEachFeatureAtPixel()) does not change until it is moved to the left of the feature icon. On the left of the screen they line up, but it drifts going right until features on the right are completely out of sync.
Any ideas? I thought it may be the library, but I've just rolled back to 3.4.0 and it was the same.
Could this be layout outside of the map canvas bumping items across the screen?
I had the same issue for about a month but in my particular case the problem originated because I was rendering the map while showing a loading panel in front of it wich had a style that caused the web browser to display the scrollbars.
Upon load completion, hiding the loading panel also removed the scrollbar but somehow the map itself didn't refresh properly.
All I had to do was to force map to recalculate the viewport size using the map.updateSize()
http://openlayers.org/en/v3.14.0/apidoc/ol.Map.html#updateSize
I have a FPS game and using mouse look. I use Mouse.SetPosition to set the mouse position back to center of the game window at every frame. This works great and the mouse look is working very good. The problem is this takes over mouse position for every windows app. If I alt tab to another app, the mouse constantly tries to goto the center of the game window. This seems like very bad behavior. Any idea how to fix this behavior but still allow my mouse look to still work?
It has to do with User32.dll
I was programing an autoclicker to do my homework (AI) simple
And this website helped me alot...
http://www.codeproject.com/Articles/32556/Auto-Clicker-C
I came across this link flying twitter bird , was just wondering , how does this work.When we scroll the page it flies and when we stop scrolling it rests somewhere.
It is a peace of javascript. Scroling is an event that triggers an action. The script is searching for block-elements on the screen and gets their top-offset. Then an animated gif is moved from its current position to the new position.
No magic, just simple javascript
When I retrieve the screen from history, I get the font size of the text as so large,
I use VFM within screen and i use custom component within it, which uses Graphics class to draw text.
When i press back button, it switches to history page, which shows up, with bigFont as well as some images from the previous page also shows up.
Where could be the problem?
you mean to say that when you press back button of blackberry device then the screen that was present below the current screen in the stack appears some what distorted.
Usually it(below screen) appears the same as it was before any other screen was pushed over it.
Did u tried calling invalidate method in the onExposed method of the distorted screen.
May be it helps!!!!
i can't seem to figure out the following situation:
when i i click on my blackberry app icon (within the simulator), the application pops up quick, no problems. however, when i take that same code and push it to my blackberry, there is a few seconds of wait time after the icon has been clicked.
can someone tell me how to minimize the delay? the first screen is NOTHING but an image inside a image field. i wanted to create a "splash" screen and i just show you a simple image.
after i click on the app icon (on my phone), i notice that there is activity because you see the arrows in the upper right-hand corner moving. but to the regular non-techie user, they won't know that the application has been started and they will just keep clicking the icon over and over again.
again, i click on the app icon and there is about a 3 second delay just to the image contained within the project folder. so we are not fetching the image from a remote site.
the simulator shows the image fast, but the phone creates a delay. any ideas how to minimize the delay after app icon click?
thank you.
ac
I figured it out. i just moved the instantiating and loading of several objects to a different class and later called those lines of code with an invokeLater method. my first screen only contains the image itself and the other class contains the rest of the code.