How to Repeat Image to Fill Background in Corona - lua

i Got a Small Tile Image. i Want to set The Background with that image and I want to Repeat the Image to Fill the Entire background. For Example in CSS we Repeat the Background image with repeat-x and repeat-y property.

You should get the with and height of image to calculate how many times you should repeat the image.
It's not difficult but luckily there is already a module on Code Exchange.
You can use that and modify it for your needs if required.
http://developer.coronalabs.com/code/tilebg-tile-and-manage-image-display-background
See Code Exchange for more libraries: http://developer.coronalabs.com/code/

Related

Show part of image in a circular arc

I have an image which is like a progress bar in circle. I need to show only a part of the progress bar based on the progress percentage. What I am trying to do is to put the image inside an imageview and show only a part of the image (arc section of the entire circle) based on the progress.
I have tried using UIBezierpath to create an arc shaped view and setting my progress bar image as the background image. But the image will try to fit inside the arc shaped view and looks bad.
Is there a better way to achieve the same?
Edit: Here is a sample image of what I am trying to achieve
But instead of the blue background, I need an image. So, only part of the image will be visible depending on the progress. (When its 100%, the entire image is visible)
I have spend almost half a day on this one. Any help would be appreciated.

How to recolor an image on specific area?

I'm trying to create an iOS recoloring app (this is my reference), and i need to know how recolor some portion of the image when user taps on a given area. All the loaded pictures will be black/white initially.
Is there any prebuilt library? Or which graphics framework should i use?
Any help will be appreciated.
If what you are looking for is adding/replacing the colour within a certain shape and edges are really important (as in the example) then you should be looking into vectorised drawing.
What this means is every shape in your image would have an actual object representation in your code, and you could easily interact with that object to do whatever you want (i.e. tap gestures to change colour, zoom etc.).
This however, means that you can't simply use .jpeg images, and you need to use images in vector format, such as .svg or CorelDraw.
As a reference, check out SVGKit, which is an excellent library for working with SVG images.

How to make only the image itself clickable?

I am currently making some sort of interactive map. It consists of images of 12 areas overlapping. The problem is that the image is squared, so if I click on a state next to it and it overlaps, I can't select it.
Is there a way to make only the image itself 'clickable' and not the transparent part of the image?

How to create UIButton with custom shape in Swift?

I need to create button like this
and the change the background programmatically like this
and like this
I can not use images for different states of a button because each time I have different text on it.
What to start from ? I tried to understand CoreGraphics and CoreAnimation but there is too small amount of examples and tutorials so my attempts didn't give me any success.
You can, and should, use an image for this. UIKit has a method resizableImageWithCapInsets that creates resizable images. You feed it a minimum sized image and the system stretches it to fit the desired size. It looks like your image is fixed in height, which is good since you can't do smooth gradients with this technique.
UIButtons are composed of a background image and title text, so you can use an image for the background shapes (setBackgroundImage(_:forState:)), and then change the text using setTitle(_:forState:).
However, you can still use Core Graphics for this, and there are benefits to doing so, such as the fact that it reduces the number of rendered assets in your app bundle. For this, probably the best approach is to create a CAShapeLayer with a path constructed from a UIBezierPath, and then render it into a graphics context. From this context, you can pull out a UIImage instance, and treat it just the same as an image loaded from a JPEG or PNG asset (that is, set it as the buttons background image using setBackgroundImage(_:forState:)).

Fill image with different color by detecting the different parts

I have an Image of a landscape which i need to fill with different colors.
When i select colors from palette and start scrubbing on any particular part, only that part should get the color even if by mistake i take my finger outside of that image part.
So basically i need to detect which part of image have i tapped so that only that part takes the color.
I am developing this app in Cocos2dx, but any help in logic would be a good point to start.
Here is an example of what i want.
Note : I know i could achieve this by taking separate images and then detecting touches, but that increases the app size by alot of MB's.
I guess user will be able to draw only on white part of the image.
If above is true, what i want you to do is, in your touchesMoved method, check if any black color (non white) pixel is present between previous touch point and current touch point.
If there is no such black pixel, then draw it else dont draw it.

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