Creating images when game start get stuck? - coronasdk

In my game i am creating and transition random building at run-time listener. but that images are too long.when i am creating images it get stuck on my game.how to fix the problem.images are mostly in 15-30 KB.

If the images are too long and go off the screen try using xScale and yScale to scale the images. Also remember that images are layered in the order that you place them in your code. For example:
display.newImage("image1")
display.newImage("image2")
In this example image2 would be placed about image1.
Also keep in mind that if you want to remove images from the screen you have to run this code:
image1 = display.newImage("image1.png")
image2 = display.newImage("image2.png")
display.remove(image1)
display.remove(image2)
In a runtime listener, you have to make sure to remove the image every frame:
local function func1()
if image1 then display.remove(image1) end
image1 = display.newImage("image1.png")
end
Runtime:addEventListener("enterFrame", func1)

Related

Comparing Images via pixels

I was playing around with images and came across a little game I tried to create.
You see an Image (for simplicity let's say a circle) and you have to redraw the circle as exact as possible on top of it.
All of that works in my little project already.
I want to be able to tell how many % of the image was recreated correctly (and again for simplicity no colours needed. It's always black and white)
Could I just count the the black pixels overlaying the image subtract the ones that are not and divide it by the amount of black pixels in the original?
This would look like this I guess:
ratio = (correctPixelCount - wrongPixelCount) / originalPixelCount
If yes, how would I go about getting each pixel and compare them?
If no, what else could I do?
PS: I already tried a Image compare cocoa pod called AIImageCompare.
Unfortunately it crashes for some unknown reasons.
Thank you!

How to find the current position of an image. (Sprite Kit)

I am creating a game where you need to catch images moving across the screen using another image that you can move up and down the screen. Once you catch or contact one of the moving images that image is supposed to disappear and another image is supposed to spawn on top of the position of the catcher image. All of this works fine except for the fact that when the new image spawns it dose not spawn in the CURRENT position of the catcher image but in the catcher positions starting point. So how can I find the current position of the catcher image and tell the new image to spawn there. Thanks
If your image is an SKSpriteNode...
let whereTheImageIs = image.position

How to add multiple images to a single sprite in cocos2d?

I am creating an application in cocos2d using sprite builder where a user clicks a picture from the camera which is then converted into a jigsaw puzzle. I have cropped and converted the image into a puzzle of four images by masking and saved it into an array successfully. I now want to add all the four images into the same sprite. At the moment I'm adding the images to the sprite with a for loop but I end up overwriting the previous images and the end result is a single image in the sprite. I'm not sure how to add multiple images to the sprite (or multiple sprites to the screen. Whichever works). Please let me know how can I achieve this.
Thanks in advance.
Regards codePassion.

As3 Creating a tiled background

First of all, I would like to say that I'm fairly new to AS3, so feel free to correct me when needed.
So I'm trying to create a moving background, made out of different types of isometric tiles, like a floor or a wall, disposen in a grid like fashion.
At first, I tried creating a symbol containing the floor and the wall on different frames, and alternate between the frames as needed. Then I would add multiple instances of this symbol to a container and move the container around. Quickly I realized that this probably wouldn't be an ifficient method, as confirmed by the unsmooth movement of the container. (I gave up on this method).
So I did a little digging around, and then I converted the tile symbol to a png file, created a bitmap container to where I would copyPixels from the png as many times as the map required it.
The problem now is that when I do this:
var pngBitmapData:BitmapData=new tilePng
the bitmapData height and width don't match the height and width of the actual tile. There seem to be some transparent pixels around the tile and I have no idea how to remove them. This causes the tiles to be misaligned on the background's grid, with some small empty spaces around them.
So I have a couple of questions:
Is this an effective way to build the background?
Is there a way to avoid that transparent pixels "problem" ?
Hmm, it's hard to tell without seeing your png.
Are you doing this?
var pngBitmapData:BitmapData = new tilePng();
var bmp:Bitmap = new Bitmap(pngBitmapData);
To initialize your bitmap?
Also, check the anti-aliasing on your bitmap, that could be it. I'd set it to none.

Scaling entire screen in XNA

Using XNA, I'm trying to make an adventure game engine that lets you make games that look like they fell out of the early 90s, like Day of the Tentacle and Sam & Max Hit the Road. Thus, I want the game to actually run at 320x240 (I know, it should probably be 320x200, but shh), but it should scale up depending on user settings.
It works kind of okay right now, but I'm running into some problems where I actually want it to look more pixellated that it currently does.
Here's what I'm doing right now:
In the game initialization:
public Game() {
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 640;
graphics.PreferredBackBufferHeight = 480;
graphics.PreferMultiSampling = false;
Scale = graphics.PreferredBackBufferWidth / 320;
}
Scale is a public static variable that I can check anytime to see how much I should scale my game relative to 320x240.
In my drawing function:
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone, null, Matrix.CreateScale(Game.Scale));
This way, everything is drawn at 320x240 and blown up to fit the current resolution (640x480 by default). And of course I do math to convert the actual coordinates of the mouse into 320x240 coordinates, and so forth.
Now, this is great and all, but now I'm getting to the point where I want to start scaling my sprites, to have them walk into the distance and so forth.
Look at the images below. The upper-left image is a piece of a screenshot from when the game is running at 640x480. The image to the right of it is how it "should" look, at 320x240. The bottom row of images is just the top row blown up to 300% (in Photoshop, not in-engine) so you can see what I'm talking about.
In the 640x480 image, you can see different "line thicknesses;" the thicker lines are how it should really look (one pixel = 2x2, because this is running at 640x480), but the thinner lines (1x1 pixel) also appear, when they shouldn't, due to scaling (see the images on the right).
Basically I'm trying to emulate a 320x240 display but blown up to any resolution using XNA, and matrix transformations aren't doing the trick. Is there any way I could go about doing this?
Render everything in the native resolution to a RenderTarget instead of the back buffer:
SpriteBatch targetBatch = new SpriteBatch(GraphicsDevice);
RenderTarget2D target = new RenderTarget2D(GraphicsDevice, 320, 240);
GraphicsDevice.SetRenderTarget(target);
//perform draw calls
Then render this target (your whole screen) to the back buffer:
//set rendering back to the back buffer
GraphicsDevice.SetRenderTarget(null);
//render target to back buffer
targetBatch.Begin();
targetBatch.Draw(target, new Rectangle(0, 0, GraphicsDevice.DisplayMode.Width, GraphicsDevice.DisplayMode.Height), Color.White);
targetBatch.End();

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