Can anyone explain me how to scale the image in canvas in flash builder 4.6, Scaling of image in component , can i get some examples .. it should set almost all size screen
Create a spark scale tag in fx declarations. And target the object of the canvas id you created and scale it by x and y components.
Something like this
s:scale target:{canvasid} scalex, scaley
mx:canvas id="canvasid"
Related
I'm trying to create a 2D cross-platform game (primarily for android & ios in portrait mode, however compatibility with a tablet/desktop would be a bonus) and I'm trying to wrap my head around scaling of my sprites.
I've looked online, and I've ended up setting the following in my Project Settings > Stretch
'Mode' : 2D
'Aspect' : keep-height.
According to https://www.mydevice.io the viewport of my android phone is 360 x 640px (the standard 16:9 ratio for mobiles). But obviously phones/tablet screens come in all sorts of dimensions.
If I wanted to create a sprite with a width exactly 1/3rd of that of my screen/viewport, how should I go about doing this? Should I be creating multiple sprites of various dimensions (in say, GraphicsGale) to account for different screen sizes, or should I be purely doing this scaling in Godot?
I know there's a 'scale' property in Godot, but I can't see a way of setting my image width and height via pixels or by a percentage of the viewport.
Have you tried setting the sprite size depending on the viewport height and width ?
$sprite.size.x = get_viewport().size.x * 0.33
$sprite.size.y = get_viewport().size.y * 0.33
You can check out this reddit post if this is not working.
So I am new to this next-gen Flash application they call "Adobe Animate CC" and I am trying to create an interactive map scene... very basic. If you click on the USA it should zoom in. Click again it should zoom out.
The issue I am having is that even though my map was imported from an SVG file -- and from what I can tell when residing in the "Adobe Animate CC" workspace it retains its vector data -- when I apply the scale tween using CreateJS the edges of the graphic become very pixelated.
Here's the code I am using:
var _this = this;
_this.stop();
_this.america.addEventListener("click", zoomMap);
function zoomMap(event) {
createjs.Tween.get(exportRoot.world1).to({scaleX: 10, scaleY: 10, x: 4000, y: 1000}, 1000);
}
And here are some images of the pixelated result:
Even more disconcerting is that that blue-green circle is a native circle object inside a symbol. Not an svg. I would expect that at least that would stay crisp under transformation.
Is this unavoidable? Is the application caching bitmap versions of my vector files on export? Can I stop this? Can I force a re-render of the vector file during and after my tween? Is there any way around this? Does this application even really support vector graphics?
Animate might be exporting as images, but it shouldn't unless you tell it to. What does your library JavaScript look like? Are any images exported? Maybe search the source for .cache to see if Adobe is doing anything funny under the hood.
If the map is an SVG source: Unfortunately, only the only SVG support in EaselJS (which underlays the Animate export) is for svg as a "bitmap source". This means it is being treated as an image of a specific dimensions, and scaling it past "100%" will interpolate the details.
It might be possible to load it as a larger bitmap, and scale it down to start, but that will:
make it much larger in memory
still only let you scale so much
Another option is to import the SVG asset into Adobe Animate, which should convert it to a vector graphic. If it is vector in EaselJS, you can scale it as much as you want, because it uses Canvas vector APIs to draw, instead of an image source.
You mentioned that the green circle is native (I assume a shape in Animate?). Are you sure its not being exported as an image, instead of a shape? Are you caching anything?
Hope that helps!
I'm having difficulties finding any documentation about cropping images using OpenGL ES on the iPhone or iPad.
Specifically, I am capturing video frames at a mildly rapid pace (20 FPS), and need something quick that will crop an image. Is it feasible to use OpenGL here? If so, will it perform faster than cropping using Core Image and its associated methods?
It seems that using Core Image methods, I can't achieve faster than about 10-12 FPS output, and I'm looking for a way to hit 20. Any suggestions or pointers to usage of OpenGL for this?
Obviously, using OpenGl ES will be faster than Core Image Framework. Cropping image will be done by set Texture Coordinate, in generally, Texture Coordinate always like this,
{
0.0f,1.0f,
1.0f,1.0f,
0.0f,0.0f,
1.0f.0.0f
}
The whole image will be drawed with Texture Coordinate above. If you just want upper right part of a image, you can set Texture Coordinate like this,
{
0.5f,1.0f,
1.0f,1.0f,
0.5f,0.5f,
1.0f.0.5f
}
This will get a quater of the whole image at upper right. You never forget that the Coordinate origin of OpenGl ES is at the lower left corner
I have noticed that the Surface Pro and I believe the Sony Vaio Duo 11 are reporting maximum touch coordinates of 1366x768, which is surprising to me since their native display resolution is 1920x1080.
Does anyone know of a way to find out at runtime what the maximum touch coordinates are? I'm running a DirectX app underneath the XAML, so I have to scale the touch coordinates into my own world coordinates and I cannot do this without knowing what the scale factor is.
Here is the code that I'm running that looks at the touch coordinates:
From DirectXPage.xaml
<Grid PointerPressed="OnPointerPressed"></Grid>
From DirectXPage.xaml.cpp
void DirectXPage::OnPointerPressed(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
auto pointerPoint = args->GetCurrentPoint(nullptr);
// the x value ranges between 0 and 1366
auto x = pointerPoint->Position.X;
// the y value ranges between 0 and 768
auto y = pointerPoint->Position.Y;
}
Also, here is a sample project setup that can demonstrate this issue if run on a Surface Pro:
http://andrewgarrison.com/files/TouchTester.zip
Everything on XAML side is measured in device independent pixels. Ideally you should never have to worry about actual physical pixels and let winrt do its magic in the background.
If for some season you do need to find you current scale factor you can use DisplayProperties.ResolutionScale and use it to convert DIPs into screen pixels.
their native display resolution is 1920x1080
That makes the display fit the HD Tablet profile, everything is automatically scaled by 140%. With of course the opposite un-scaling occurring for any reported touch positions. You should never get a position beyond 1371,771. This ensures that any Store app works on any device, regardless of the quality of its display and without the application code having to help, beyond providing bitmaps that still look sharp when the app is rescaled to 140 and 180%. You should therefore not do anything at all. It is unclear what problem you are trying to fix.
An excellent article that describes the automatic scaling feature is here.
Hey guys I have a object sitting in my tile map for spawn point reference, problem is the -hd version is twice as big as the non -hd version, so going:
(width = width of character getting spawned)
int spawnX = (width/2) + [tilemap spawnX];
Get's the wrong position when in hd mode, because the tile map is in pixels but cocos2d is in points.
I.E I could test if retina display was supported, but from what I hear thats a bit dodgey.
How can you do this?
Retina display is supported properly on cocos2d v2.0 rc2.
First, make sure to call [director_ enableRetinaDisplay:YES] in your app launch with all the other cocos2d initialization stuff.
Then, use CC_CONTENT_SCALE_FACTOR() * pointCount to get pixels out of it.
There are also other convenience macros defined in the same header as the CC_CONTENT_SCALE_FACTOR() macro to help you convert CGRects, etc. that are in points to pixels, and vice-versa.