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Gideros scaling
Gideros scaling





  1. #GIDEROS SCALING HOW TO#
  2. #GIDEROS SCALING CODE#
  3. #GIDEROS SCALING SERIES#

This is probably the best method to use if you have a lot of separate images files. The Bird Animation loaded the images by using a table with the filenames and then loading them with a for loop. The method you choose depends on the state of the images you want to use or if you used the "Gideros Texture Packer" tool to create a single image. Then according to your scale mode, Gideros automaticly scales your screen according to the real resolution of your hardware. There are four methods for obtaining images. Then according to your scale mode, Gideros automaticly scales your screen according to the real resolution of your hardware. For example, if you determine your logical resolution as 320x480, your upper left corner will be (0, 0), your lower right corner will be (319, 479) and the center coordinate of your screen will be (160, 240). In the previous example you noticed that we had to load a lot of images. If you start the example and watch a clock, you will notice that the bird's wings move with each second.

gideros scaling

There happen to be 3 images in the sequence, so it will repeat the sequence 2 times a second. In this case, onEnterFrame is called 60 times a second, and we are waiting every 10 frames to advance frames, so the image will change 6 times a second. This is how it creates the illusion of animation, by swapping images quickly. When self.subframe is greater than 10, it resets that counter to 0 and it swaps the bitmap shown with the next one. Then we add the bird sprite to the stage and give it a random speed and place it off screen to the right.Įvery time the screen is rendered, onEnterFrame() is executed. And we show that frame by adding the frame with addChild(). We keep track of which frame is shown in ame. Then we save the number of frames into self.nframes. Inside of Bird:init() we create Bitmaps of the images and save them into ames.

#GIDEROS SCALING CODE#

When Bird.new(frames1) is executed, it jumps to the a file to the code function Bird:init(frameList). In the a file we create a new bird object with this code. Let's talk a little bit more about creating a class. The main code is in the a file, where the Bird class is created. The a file specifies the images that will be a part of our sprites and creates the sprite objects and adds them to the stage. When the images are shown after each other it appears that the sprite is animating.

#GIDEROS SCALING SERIES#

In this case, the animation is a series of images and each image is a frame of the animation.

#GIDEROS SCALING HOW TO#

The bird animation example shows us how to animate a sprite. We are going to look at more example applications that come with Gideros Studio. Cross-platform: Apart from supporting multiple platforms, Gideros also provides automatic screen scaling and automatic selection of proper image resolution. The next method of animation is to move or change how visible the sprite is using gradual changes so that the sprites appear to have life-like motion and nice fade in and outs.

gideros scaling

To do this we will need to find or make some images. The first method of animation we will look at uses multiple bitmaps to give our sprites the appearance of movement. In this lesson we will look at several different ways to animate.

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  • Gideros scaling