Scrolling a Tiled Map in Cocos2D - dictionary

I've got an issue that I simply can't figure out; probably because I don't have the correct knowledge.
I have a TMX map made in Tiled. The Map is bigger than the screen size (tiles are 32x32pixels and there are 100x100 tiles).
What I want to do is to be able to move the map by swiping the screen.
I've looked at various tutorials online and examined the paddle.m example but still can't get it to work.
All the tutorials I've come across all focus on moving a clamped centered sprite around a map...
Again, what I want to do is to be able to move the map by swiping/sliding the screen; much like when scrolling through your iPod or moving a picture around.
Can anyone help?
Here is my ccTouchMoved code
-(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchPointMap = [touch locationInView: [touch view]];
touchPointMap = [[CCDirector sharedDirector] convertToGL: touchPointMap];
touchPointMap = [self convertToNodeSpace: touchPointMap];
CCLOG(#"Touch Point Map %lf, %lf", touchPointMap.x, touchPointMap.y);
self.position = CGPointMake(touchPointMap.x, touchPointMap.y);
}
To illustrate the problem I'm seeing on screen when I swipe the screen using the code above:
It seems that if I touch the center of the screen, the bottom left corner of the map will jump to that touched coordinate and will move with my touch until my touch is lifted.
The Map's bottom left corner will always move to where I begin my touch.
Also while the map is being moved, it flashes like crazy and if moved excessively, disappears entirely.
Thanks again All, much appreciated.
Best and Kind Regards,
hiro

I found the solution to the problem.
There's a very bright person in the Cocos2D community who has written a controller to not only pan around organically, but zoom in and out.
Link to Controller, example and preview movie
You wont need to write your touchBegan, Moved and End methods; this Controller does it all for you.
My init
self.theMap = [CCTMXTiledMap tiledMapWithTMXFile: #"city_map.tmx"];
self.bgLayer = [theMap layerNamed:#"bg"];
// boundingRect is the area you wish to pan around
CGRect boundingRect = CGRectMake(0, 0, 32*50, 16*50);
theMap.anchorPoint = ccp(0,0);
[self addChild: theMap z: -1];
// _controller is declared in the #interface as an object of CCPanZoomController
_controller = [[CCPanZoomController controllerWithNode:self] retain];
_controller.boundingRect = boundingRect;
_controller.zoomOutLimit = _controller.optimalZoomOutLimit;
_controller.zoomInLimit = 2.0f;
[_controller enableWithTouchPriority:0 swallowsTouches:YES];

Related

Positioning QGraphicsItem in the middle of viewport - jittering

I have a huge QgraphicsScene and a QGraphicsItem which changes its position according to pressed key arrows. I want the item to always be in the centre of the viewport. I used QGraphicsView::centerOn() and it's exactly what i need, but there is jittering problem - and as i read it's associated with the integer precision issue. So what's the way around? Another post says to use QGraphicsView::translate() and setTransformationAnchor(QGraphicsView::NoAnchor). But it doesnt seem to work.
Game::Game()
{
player = new QGraphicsRectItem();
m_view = new QGraphicsView(this);
m_view->setSceneRect(QRectF(0,0,11800,11600));
this->setBackgroundBrush(Qt::black);
m_view->setScene(this);
m_view->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
m_view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
m_view->setRenderHints(QPainter::Antialiasing | QPainter::SmoothPixmapTransform);
m_view->setViewportUpdateMode(QGraphicsView::NoViewportUpdate);
m_view->show();
player->setRect(0,0,100,100);
player->setBrush(Qt::red);
player->setPos(400,300);
player->setFocus();
this->addItem(player);
player->setZValue(10);
player->setTransformOriginPoint(player->boundingRect().center());
customRect = new CustomRect;
customRect->setPos(400,300);
this->addItem(customRect);
}
void Game::advance()
{
m_view->centerOn(player);
}

On mesh click, ArcRotateCamera focus on

I'm using ArcRotateCamera, when I click on mesh, I have to focus camera on
var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 2, Math.PI / 2, 300, BABYLON.Vector3.Zero(), scene);
camera.setTarget(BABYLON.Vector3.Zero());
// on mesh click, focus in
var i = 2;
var pickInfo = scene.pick(scene.pointerX, scene.pointerY);
if (pickInfo.hit) {
pickInfo.pickedMesh.actionManager = new BABYLON.ActionManager(scene);
pickInfo.pickedMesh.actionManager.registerAction(
new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger,
function (event) {
camera.position = (new BABYLON.Vector3(pickInfo.pickedPoint.x, pickInfo.pickedPoint.y, camera.position.z + i));
i += 2;
})
);
}
this code changes mesh's z position but don't makes it in the center of screen
There are a few things that can be changed in your code.
1st - what you are doing is executing a code action after a click, instead of simply running the code in the callback after a pick has occurred. You are registering a pick action (technically user click) on right on the first frame, but only if the mouse was found in the right location at the right moment. My guess is that it didn't work every time (unless you scene is covered with meshes :-) )
2nd - you are changing the camera's position, instead of change the position to which it is looking. Changing the camera's position won't result in what you want (to see the selected mesh), it will move the camera to a new position while still focusing on the old position.
There are a few ways to solve this. The first is this:
scene.onPointerDown = function(evt, pickInfo) {
if(pickInfo.hit) {
camera.focusOn([pickInfo.pickedMesh], true);
}
}
The ArcRotate camera provides focusOn function that focuses on a group of meshes, while fixing the orientation of the camera. this is very helpful. You can see a demo here:
https://playground.babylonjs.com/#A1210C#51
Another solution would be to use the setTarget function:
https://playground.babylonjs.com/#A1210C#52
Which works a bit differently (notice the orientation change of the camera).
Another thing - use the pointer events integrated in Babylon, as they are saving you the extra call for a scene pick. pointer down is executed with the pickinfo integrated in the function, so you can get the picking info of the current pointer down / up / move each frame.
**** EDIT ****
After a new comment - since you want to animate the values, all you need to do is store the current values, calculate the new ones, and animate the values using the internal animation system (documentation here - https://doc.babylonjs.com/babylon101/animations#basic-animation) . There are many ways to achieve this, I took an old function and modernized it :-)
Here is the demo - https://playground.babylonjs.com/#A1210C#53

Cocos Creator face to pointer

i am struggling with angles in cocos creator.
I am trying to make my sprite facing my mouse when i am moving it. But i cant make it at all.
Image shows what i want to accomplish
I wanna from this gun to move and face the mouse, just like crosshair.
Ive done some coding, and this is what i have for now:
var canvas = cc.find('Canvas');
canvas.on('touchmove',function(event){
var pos = this.node.getPosition();
var ang = pos.angle(event.getLocation());
var degr = cc.misc.radiansToDegrees(ang);
this.node.setRotation(degr);
console.log(degr);
},this);
This is in onLoad function and connected to my gun sprite.

Flex 3 - Change box border colors

I have a question that might seem "basic" but I just cannot figure out how to do it...
I have a box and I'd like to change the borderColor. Till there, nothing special. Just a box.bordercolor = xxxxxx...
BUT, I'd like to have the top and bottom border with one color, and the left and right border with another color... And that's the part where I'm stuck.
Any tips? Suggestions?
Thanks for your help and time! ;)
Regards,
BS_C3
#Senz
Hi!
Unfortunately, I won't be able to share the code without making it "incomprehensible"...
But this is the idea... We have 2 main components: ArrowButton and Navigator.
ArrowButton is a hbox containing a label and an image (this image is the arrow tip and it changes depeding on the state of the ArrowButton).
Navigator is a hbox containing a series of ArrowButton. An ArrowButton overlaps the arrowButton on its right in order to create the pointed end of the button.
And then you just create a whole bunch of functionnalities around these components.
I hope this helps... Do not hesitate if you have some more questions =)
Regards.
I noticed you are asking about the Flex 3 SDK. Skins are a good approach. They have changed somewhat in Flex 4(for the better IMHO). If you are wanting to use the Flex Drawing API, then just extend the Box class into a custom class that would look something like this:
public class MultiColorBorderBox extends Box
{
// You could add getters/setters or constructor parameters to be able to change these values.
private var topColor:uint = 0xFF0000;
private var rightColor:uint = 0x00FF00;
private var bottomColor:uint = 0x0000FF;
private var leftColor:uint = 0xFF00FF;
private var borderWidth:Number = 20;
public function MultiColorBorderBox()
{
super();
}
override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void
{
super.updateDisplayList(unscaledWidth, unscaledHeight);
// This just ensures you dont have content under your border
this.setStyle("paddingLeft", borderWidth);
this.setStyle("paddingRight", borderWidth);
this.setStyle("paddingTop", borderWidth);
this.setStyle("paddingBottom", borderWidth);
var g:Graphics = this.graphics; // This creates a new Graphics object and sets it to the MultiColorBorderBox graphics object. Since Box (superclass) descends from a Sprite object, it has a graphics object automatically.
g.clear();
g.moveTo(0,0); // Moves the position to the top left corner
g.lineStyle(borderWidth, topColor); // Sets the line style with the width and color
g.lineTo(unscaledWidth, 0); // Draws the top border from top left to top right corners
g.lineStyle(borderWidth, rightColor); // Changes the line style
g.lineTo(unscaledWidth, unscaledHeight); // Draws the line from top right to bottom right
g.lineStyle(borderWidth, bottomColor); //Changes the bottom border style
g.lineTo(0, unscaledHeight); // Draws the line from bottom right to bottom left
g.lineStyle(borderWidth, leftColor); // Changes the border color
g.lineTo(0,0); // Closes the box by drawing from bottom left to top left
}
I'm pretty sure you're going to have to create a borderSkin to accomplish this. I believe these are created in an external program, such as Flash Professional; but more info is in the docs.
I don't think that Flex makes any distinction between top/bottom borders and left/right borders. Creating a skin would certainly be the nifty-slick way to do it. A programmatic way might be to use box.graphics to draw your border by hand. I'd start by trying to override the updateDisplayList() function to draw your border...
I finally did a pretty simple thing.
I guess I wasn't detailed enough regarding the specifications.
The actual aim was to create a navigator with arrow shaped buttons.
Each button had to be highlighted when it was selected. And this http://www.freeimagehosting.net/uploads/bcd0d762d7.jpg is how the navigator looked like.
Each button is actually an HBox containing a Box (with a label) and an Image (for the arrow tip), with a horizontalGap = 0.
I didn't think about adding a glowfilter to the button. So I was trying to just change the colors of the top and bottom part of the Box...
So, the glowfilter in the button worked pretty well.
Sorry for the lack of explanations about the context >_< And thanks for your answers!!
Regards.

rotating centered content

Ok, so I've been trying to get this concept to work for the day now and have had zero luck. I am not so good with math, so any help will be appreciated. I am trying to rotate a centered container from it's center. The problem with this code is when I use the rotatePicture method, it doesn't rotate from the center, instead it rotates from the box's top-left corner. Here's the code...
import mx.effects.Rotate;
private function init():void
{
calculateCoordinates();
}
private function rotateBox():void
{
var m:Matrix = myBox.transform.matrix;
var centerX:Number = myBox.width / 2;
var centerY:Number = myBox.height / 2;
var centerPoint:Point = new Point(centerX, centerY);
var transformPoint:Point= m.transformPoint(centerPoint);
m.translate(-transformPoint.x, -transformPoint.y);
m.rotate(90 * Math.PI / 180);
m.translate(transformPoint.x, transformPoint.y);
myBox.transform.matrix = m;
this.callLater(calculateCoordinates);
//calculateCoordinates();
}
private function calculateCoordinates():void
{
var x : Number = (myBox.parent.width - myBox.width) / 2;
x = x < 0 ? 0 : x;
var y : Number = (myBox.parent.height - myBox.height) / 2;
y = y < 0 ? 0 : y;
myBox.move(x, y);
}
Ok, this was a bit tricky and i'm working out a couple of details, but in case anyone had a similar issue, I found the general answer. Just took a movie break to refresh the brain...
I had to place a variable for how many turns the canvas had rotated which was easy since I was restricting the degrees to only 90. Then I place in a switch statement that tested the turns variable and recalculated the (x,y) coordinates based off of the turns. Since I knew that the Rotate class would create a cooler effect and end with the same result, I ended up using that instead.
Cheers!
I don't know what your background is, but in my experience this is a classic case of "out-thinking yourself".
You've written quite a bit of code to do something that is actually native to the Flash display API's.
Since you seem to be using Flex I'll just tell you that the simple way to achieve this is to dynamically reposition your display clip contents so that the center of your contents is at the 0,0 point of your clip.
This gets harder the more content you have, but if you just have something like an image or a button or what have you, it's really easy to just calculate the height and width, then divide by 2 and subtract.
Then the rotation property will work just fine.
In Flash it's even easier because you can just make a new clip, bind your class to the clip, and place all yours contents in the Flash authoring tool positioned properly for rotation to work as expected.
Yeah, what Back2Dos said.
Personally, I'd wrap the container in another sprite, position it so its center is at (0,0) in that sprites coordinate space, and then just rotate the sprite ... it's simple and robust ...
I'd like to use <s:Rotate> to rotate center. Hope useful to you.

Resources