animate images without using spritesheet in cocos2d-x - cocos2d-x

1.) I want to animate images in Cocos2d-x V2.2.3 without using spritesheet.
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2.) Or please provide me the url of tool which can make spritesheet free of cost. I have used texturepacker and its trial has expired now :(

Spritesheets are really the way to go. TexturePacker is well worth the investment. Seriously.
If you dont want to use one, then your addFrameWithFileName() is incorrect now.
Just make normal Sprite out of each of those calls. There are other ways too.
Edit: Here is documentation: http://www.cocos2d-x.org/wiki/Sprite_Sheet_Animation

Related

Add glow to Image (Actor) in LibGDX

Is it possible to add a glow to the outline of an Image? I know I can do this by adding an additional "glowed" version of the image and switching to it when desired, but since there are many different shapes in my game, I would prefer the glow to be done programmatically. How can I do this?
As #Metaphore mentioned, shaders are indeed the best option I found. I've succeeded in adding an outline to any desired image in my game by following this article and by getting crucial information from asking a follow up question.
The only way to do this is to use your own pixel shader when drawing this particular image.
You can find a lot of glow effect shaders on the net and there are may tutorials how to use them as well. You may check official LibGDX article on this topic https://github.com/libgdx/libgdx/wiki/Shaders
However, I'd not recommend you follow that way, because using different shaders for drawing single images will make you render cycle code much more complicated and less optimal. So either you will compromise on it, or just find easier way to achieve such behavior without shaders (I mean draw it statically somehow).

Is AS 3 capable of supporting a game with 600 + rotating images?

I made a simple game where squares collect crystals and bring them to a base and replicate. They are just .png images that rotate and move and yet when their number becomes greater than 500, the game starts to lag out. In Java I'm able to do a similar thing with 30,000 units. Could I be doing something wrong or is Flash just not that capable?
I'm using Flash Builder.
I get the image like this:
[Embed(source="../lib/red.png")]
public var redImgClass:Class;
public var redImg = new redImgClass();
Then I pass redImg to a "unit" class which takes an instance of "Bitmap"
I change its "rotation" and x,y members every frame.
Am I doing something wrong here?
you're not using Stage3D. If you use Starling, ND2D or write your own Stage3D wrapper you'll be able to get better performance.
You can also take a look at Jackson Dunstan's blog, this post is especially helpful: http://jacksondunstan.com/articles/2279
Another possible answer is to use blitting, that is, use a single Bitmap object to draw everything on via copyPixels(). This requires that your rotating crystal PNG be replicated into a sequence of rotated images, which you then use instead of directly changing rotation property. This approach is more performance-friendly, and does not depend on video card performance like Stage3D does.
Adobe's manual on blitting
Some discussion on blitting done by game devs
Daniel's answer is correct in that you should use the Stage3D APIs for greater performance. He didn't however mention that you should seriously consider using Starling, which wraps the Stage3D API with much easier to use classes:
Learn more about Starling here.
Example of the level of performance you could expect from Stage3D.
Starling is what you`re looking for (http://gamua.com/starling/)

How to make efficient dynamic mask in starling

I'm trying to make an interactive book for tablets with animations and page flip.
I'm using starling framework.
My idea of page flip is to mask 2 instances of next page with 2 static quads which are moving and rotating (it works great on pc/mac, but slow on tablets).
Using PixelMask is slow/very slow(10-20fps). Using clippedsprite is fast(40-50fps) but cant rotate the mask.
Are there any other options?
EDIT:
During my search I've found the idea of shaders (AGAL in ActionScript3), but I'm not familiar with this. Is it possible to simulate masking by the use of GPU shader?
EDIT2:
This problem was experienced on iPad1, on iPad3 its 60fps :) Dont know how its going to work on iPad2 and iPad4
I'm pretty sure AGAL is the ultimate answer!
But easiest, and still very good, solution is the smart use of ClippedSprites
(Sprites with clipRect since Starling 1.3+)
I've managed to achieve almost static 60 fps on iPad1.
Just needed to remove filters and stop/flatten animations inside Objects!
Filters are massive performance killers!
You can find here a mask class based on FragmentFilter. i got better results with it. But if you want to implement a PageFlip, you can use this class. And here is an improved version of the pageflip with interactive corners. Hope it helps you :D

Emulating Photoshop color levels in AS3

I'm making an app in which I need to make some photo effects similar to Instagram's effects. I was wondering if it's possible to somehow emulate the work of Photoshop's color levels in AS3.
I've tried using AdjustColor, ColorMatrixFilter and ColorTransform classes but desired image is very hard to achieve using those.
So does anyone have a solution easier than that? or maybe someone knows a library that I couldn't find on Google?
You should have a look at Joa's image processing library.
Have a look on this library:
http://peternitsch.net/bitmapdata.js/
This is actually implemented in Javascript, but it's based on the Flash API. All You need is there. Or i can recommend Foundation ActionScript 3.0 Image Effects by Todd Yard.
Flash API reference is another good resource for inspiration.
There is another good resource for pixel manipulation found here: http://evanw.github.com/webgl-filter/. This is done in WebGL but if your target API is still Flash, then you can easily transposed the GLSL language into Pixelbender and inject the shader
into the Flash by making reference to the pbj file.
Check Grant Skinner's TweenMax plugins, especially ColorMatrixFilter.

Depth map (2d+z) algorithm or software

I'm searching for Depth map algorithm for action scrip 3 (or some other language).
My goal is to generate depth map for static image on run time.
I have fount this example http://kode80.com/2009/06/29/papervision-zbuffer-and-dof/, i didn't have the time to investigate it's code but i have the filling its working only with 3d models.
Worst viable option is server side technology that does the work.
Extended description:
I have a task to develop flash application where 3d rotation of a head is simulated by a 2d image uploaded by the user.
There are some japan guys that have managed to do that (http://hairtry.jp/), but the technology that they are using is server side. It generates swf fail with precisely coped eyes and image for the depth map of the uploaded picture. I can't find out what is the sever side technology that they are using so I'm searching for any posible workarounds.
Thanks in advance.
Cheers,
Chavdar Slavov
your easiest solution would be to use a 3d engine, Paper vision seems to be getting out dated, theres a lot of documents on how to use, and tutorials but again not much has been happening with them lately. i suggest Away3d "www.away3d.com" they seem up to date.
for what your asking it is possible to do this 100% in flash but to create a 3d head at runtime and fill the face with hieght maps this is possible, you would need to look at bitmap manipulation.i dont think this is an easy task, what you should learn first is how to add an image to a spheric surface dynamically than look into height mapping by converting certain coulours from the image into different levels of depth i must say im sure this is advanced stuff, i manged to animate a globe that was this same method it looks dodgy but it gives you some source code in the FLA
http://www.ffiles.com/flash/animations/globe_animation_3496.html
The above link will allow you to download my source files, the animation it self is a scrolling image but i used Actionscript to give the globe depth and a sheric look