This is probably really dumb. I've been playing around with SceneKit Editor. There is a bunch of actions in the Object Library. How do I use them? I've been dragging them to all possible nodes, stuff in scene, I even tried to place them in code. Nothing. They always snap back to the Object Library. I added a screenshot so we all know what I'm talking about.
In the lower part of the scene editor you can open the action editor. After selecting an node you'll be able to drag and drop actions in its timeline.
You can find a demo of the action editor in the "Enhancements to SceneKit" session.
Related
It's possible to reference a texture atlas using level editor or it must be done in code?
For example I have an atlas foo.atlas, when I am creating a node in the level editor I want to set this atlas as the texture for my node.
If I understand you correctly, you just need to set sprite's texture properly. In scene editor, select your sprite and choose a texture from dropdown menu:
This will work for either, textures stored in assets catalog, and textures stored inside .atlas folders (the old way for creating atlases).
EDIT:
You can use Action editor to create complex animations using actions, and have the immediate preview. Also, simple animation with textures can be done using this editor.
To do this, find AnimateWithTextures action from Object Library and add it to your node (just simply drag it).
Then select the AnimateWithTextures action and open the Media library (the Media Library is the button to the right of the Object Library button). By selecting the AnimateWithTextures action, you will be able to modify it, and a window like this will show up:
Then just drag textures from Media library to the area which says "No Images", set a delay and you are good to go. If you want to make an animation infinite, or to play it certain number of times, you should click on "repeat" icon which will show up when hover above the selected animation (animation should look blue).
I would like to have a tool tip show up over a set of UIImageView when a user hovers over it. I don't see see any methods to leverage that do this in the UIImageView class.
How can I accomplish this?
Tool tip support is not directly available in iOS at this time. But you can accomplish the same effect with a couple of approaches:
Using an existing tool tip framework
There are open source solutions available that solve the problem, which you can pull into your own project and use and save a lot of time, as long as you ensure the license is compatible with Apple's policies (many of them are, but require that you credit the author somewhere in your project source). You could study their code to learn the technique. For example there is AmPopTip project on github
Here's a corresponding YouTube video:
Here is a similar StackOverflow.com question (there may be more):
Is it possible to show a tooltip in an iOS app?
Trying to code it yourself
You'd probably use a long press gesture, see Apple's Gesture Recognizers documentation and perform some kind of Hit Test to determine when the finger was over UIView subview (in this case UIImageView) and then time the entry of it, and how long it was held in that view without moving out or lifted.
At that point you'd want to overlay a UITextView or a class that contained one but drew a custom border around it, containing with the tool tip by either adding it as a subview over the top or near where the finger was placed, or make it the pop up as a separate UIViewController.
I have some ideas,I have already drawn the scenes roughly and put them into corona.
This is how I would think it would work.
1.I have all the major scenes
2.In each major scene ,there are mini scenes,which lead to smaller scenes with puzzles.
3.I create a game.lua module so it would handle the game logics,and keep track of them.
Example:
A.Door is opened,puzzle number one is solved.
B.Send a costume event to the game module.
4.I need a separate module for inventory box so it acts as an overlay over other scenes.
It also interacts with game module.
.
I know you might say,wait till you get started,but Am I on the right Track?
Do you have better suggestions or know any code examples(Corona Sdk,Lua,Moai,GiderosMobile)?
.
Thanks in advance
I am making a game more or less on this style using Corona, there are a beta on google play.
Corona SDK offers a API named Storyboard, that API allow you to code each scene as a lua module, and allows also you to load a scene as a "overlay".
I guess that you would make each of your scenes a full Storyboard scene, and the inventory a "overlay" scene.
The difference between overlay to a normal scene, is that when you load a overlay it triggers a event on the scene that was open instead of unloading that scene (And when the overlay is unloaded, it triggers another event)
So yes, at least if you do it in Corona, you are in the right track!
I am working with a small camera app for a client and I have now finished all functionality of it. In the standard camera controls i need to modify one thing , the cancel button should say gallery instead.
But unless i am missing something i will need to remove the overlay by setting showsCameraControls to NO and then building my entire overlayView from scratch.
I have found this solution but I am afraid to go this route due to the warning in the beginning of the post.
So is there any valid way of doing simple small modifications to the existing camera overlay control UI or do you have to build it from scratch if you need to change one tiiiiiiny thing?
Unfortunately, having been in this situation I can safely say you need to build the controls from scratch. You really only have two options: create your own camera overlay, or use the default one.
Now, you could use the techniques described in the link you cite, and iterate through the various subviews and modify them 'blind'. The rather large danger with this is every time Apple change the internal structure of the image picker it could potentially break your solution. So I'd definitely stay clear of it.
I am currently working on an iPhone 2.1 application. I am new to Objective C, coming from a Java background.
My application has as a base the Utility Application template available in Xcode with the iPhone SDK. Currently I have some controls, such as an UISlider and text box, in the FlipsideView. The UISlider already has a method which is being called when the value changes, using targets and selectors. However, I would also like to be able to read, from the MainView, the current (or last) value of the UISlider and textbox.
Keep in mind I am new to development on a Mac, and would appreciate any guidance as to where I should look up such information, be it through the use of delegates or perhaps I am missing something obvious in the structure of the template.
UPDATE:
I am taking a look at the structure and have some more details: The UISlider is being created in FlipsideView.m. I noticed that the Done button is created from RootViewController.m and probably I should move the UISlider code over there. I may incorrectly be using the View to keep code that would be more appropiate in a Controller.
Ultimately you should be updating some underlying object with the values from the controller. In general, the slider belongs in the view layer - it's a display element. The action that adjusting the slider produces, however, is a component of the controller and it should fire back into your model to update a value. I highly recommend drawing boxes on a sheet of paper and trying to produce a clean a separation as possible for your application's layers - doing so in this case would produce two views for each "side" of the utility which would, via a controller, relate to a model. Then, the act of moving the slider would "instantly" update the model on the back. The Cocoa Fundamental video on the iPhone developer site demonstrates this to great effect.
I'm in exactly the same situation: first iphone app, new to mac programming, creating a utility, sliders on the flipside.
By following the example and the free tutorial here (http://www.bestechvideos.com/2008/11/13/writing-iphone-app-free-episode) I determined that the sliders and other controls should be declared on the flipsideviewcontroller. (Which leave the view pretty empty - I guess the use of the Nib resource file for the UI leaves the ...View.m class pretty much redundant?)
Wisequark's answer is a bit to general to help me though.
In terms of specifics:
- I can't find that video is there a link?
- Could we see some code showing the Controller-Model code?
- How do I persist the values set on the slider without having to build UI to go in the system settings?
(BTW is an Answer the right place to add to the question?)