Is it possible to dynamically change the Atlas Region used by a particle emitter?
I've tried...
effect.getEmitters().get(0).setImagePath("[someAtlasRegionName]");
...but it continues to use the original region the effect was loaded with.
There appears to be a .setSprite(Sprite) method but it doesn't work with TextureAtlas.
Thanks.
Editing the Sprite's fields to set it to the TextureRegion works (Sprite extends TextureRegion, so it has all the relevant fields):
Sprite s = effect.getEmitters().get(0).getSprite();
s.setTexture(vessel.getTexture());
s.setU (someAtlasRegion.getU());
s.setU2(someAtlasRegion.getU2());
s.setV (someAtlasRegion.getV());
s.setV2(someAtlasRegion.getV2());
effect.getEmitters.get(0).setImagePath(someRegionName);
Edit: I don't know if ParticleEmitter.setImagePath() matters or not, but I'd include that as well just in case - it definitely won't hurt. So I added that as well.
Related
I am working on a flash sound mixer application with multiple sound channels, and I am having trouble with the lights beside the volume knob.
Is there a way to hide just a part of an image?
On the image below, image-2 is on top of image-1 to create some kind of volume level indicator effect, and how much of image-2 is shown depends on the value of the volume.
image-url: http://s30.postimg.org/r3ow1g5bl/volume_lights_level.png
I've tried by just reducing the height of image-2, but it looks awful and distorted.
Is there something in flash that works closely the same as CSS's behavior.
example: I'll just make image-2 a background of a shape, and when I reduce the shape's height, the image-background does not get distorted or changes it's height as well.
By searching for solutions, I have come across the mask property, but I don't quite understand how it works, and most of the examples shown are images placed inside circles.
Is the mask property applicable in this situation?
I'm quite new to flash so I don't know a lot of things yet.
You can indeed use a mask.
How to programmatically create your mask
Put an occurrence of your image named myImage on the stage, and put over this occurrence a mask named myMask with the same dimensions. You can apply myMask mask to myImage using it's mask property like below:
Main Timeline
myImage.mask = myMask;
function mouseMoveHandler(e:MouseEvent):void {
myMask.height = myImage.y - e.stageY;
}
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
You have just to adapt this code to your animation, in the function where you click your button.
I got it working now, many THANKS #VC.One. heres how I did it.
Imported img-2 to stage, converted it into symbol(type:Movie Clip), assigned instance name: img2_mc.
I created a new layer for the mask, drawn a rectangle using rectangle tool, converted it also to symbol(type:Movie Clip), assigned instance name: mask_mc.
Then applied the mask to img2_mc.
/* the code */
img2_mc.mask = mask_mc;
function onEnterFrame(event:Event):void{
var volumeKnob_y = volSliderKnobOn.y + 12; // adjust it to the center of the knob
mask_mc.height = volumeKnob_y;
}
I am creating a fighting game. I've got a spritesheet for the hero and a spritesheet for a monster. Since both will be able to do multiple attacks I would like to avoid to merge them in a single spritesheet. And I am intending to create more characters.
Now I am creating a SpriteBatchNode for each spritesheet and add them to layer.
CCLayer* stage = CCLayer::create();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("character_hero.plist");
this->characterHeroBatchNode = CCSpriteBatchNode::create("character_hero.pvr.ccz");
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("character_monster.plist");
this->characterMonsterBatchNode = CCSpriteBatchNode::create("character_monster.pvr.ccz");
stage->addChild(characterHeroBatchNode);
stage->addChild(characterMonsterBatchNode);
Now I have one sprite in characterHeroBatchNode and multiple in characterMonsterBatchNode.
How can I reorder the monsters and the heros z-Order based on their PositionY attribute.
For example>
monster1->setPositionY(10); // In monster batch node
hero->setPositionY(24); // In hero batch node
monster2->setPositionY(43); // In monster batch node
I want the monster 1 behind the hero. And the hero behind monster2.
In the past, I've had to create games where I wanted some sprites in the foreground and others in the background. The sprites were in different sheets, like you have them.
To get them in the order I wanted, I put the "front" sprites into one CCLayer and the "back" sprites into another CCLayer. I added the layers to the scene in the order I wanted them to appear. I also manipulated each the respective layers to make them fade in/out as needed. So you could have the hero in the scene and then have the enemies appear behind him.
If you want to mix and match, you can have 3 layers, one for the "middle ground", one for "front", and one for "back", and dynamically move the sprites between the layers.
Was this what you were looking for?
If I understand what you're asking, the answer is, you can't. Consider each CCSpriteBatchNode to be its own container. You can adjust the Z order of the sprites inside the CCSpriteBatchNode, but when you add the batch to the CCLayer the whole CCSpriteBatchNode is applied to the CCLayer in whatever Z order you added it at. So in order to do what you want you would need another batch of monsters. Or use CCSprites and add/adjust them on the CCLayer in the way you want, but then you obviously lose the CCSpriteBatchNode benefits.
I have a button, when click the button, it will add a sprite with into the scene, but the sprite will not display the image, it is just all black, but I can see the sprite boundary, but after I minimize the window and display window again, it will be ok. what happened about this?
local removeSprite = mainScene:getChildByTag(tag)
mainScene:removeChild(removeSprite)
local replaceSprite = CCSprite:new("hello.png")
replaceSprite:setTag(tag)
mainScene:addChild(replaceSprite)
I use quick-cocos2d-x, but it is the same as the cocos2d-x c++, I first remove the old sprite, and add a new sprite.
If mainScene is a ccscene object , then you should not do this.
ccsprite object is better added to a cclayer object and then that layer added to the scene.
Also, instead of doing this:
local removeSprite = mainScene:getChildByTag(tag);
mainScene:removeChild(removeSprite);
just do this:
mainScene:removeChildByTag(tag);
I don't know quick-cocos2dx but this is what i do in c++
I am using starling and tweenMax frameworks in my project.
The trouble I am running into is this:
For the purpose of animating along different paths, I am using tweenmax.
There is one _leaderEnemy that animates along a path and I am pushing several other _shooterEnemy (they are of the same class) into it.
public function createEnemies(enemyNo:int, path:Array, offset:int):void
{
for(var i:uint=1;i<=enemyNo;i++){
if (i==1){
_leaderCount++;
_leaderEnemy = new ShooterEnemy();
_leaderEnemy.x=600;
_leaderEnemy.y=300;
_leaderEnemy.name="_shooterEnemy"+_leaderCount;
this.addChild(_leaderEnemy);
leaderEnemyArray.push(_leaderEnemy);
}
else
{
_leaderCount++;
_shooterEnemy= new ShooterEnemy();
_shooterEnemy.x=0;
_shooterEnemy.y=(offset*(i-1));
_shooterEnemy.name="_shooterEnemy"+_leaderCount;
trace("no: "+_shooterEnemy.name);
leaderEnemyArray.push(_shooterEnemy);
_leaderEnemy.addChild(_shooterEnemy);
}
}
Now I want to check for collision using starling between each of the _leaderEnemy and the _shooterEnemy inside it with _shooterHero.
Running this array successfully checks collision with the whole group i.e. _leaderEnemy but not the individual ones inside it.
Technically, I should be able to do this just by:
var Track:Object;
for(var i:uint=0;i<leaderEnemyArray.length;i++) {
Track=leaderEnemyArray[i];
if (Track.bounds.intersects(_shooterHero.bounds)){
Track.rotation=deg2rad(70);
}
}
It may be something stupid I am doing. But I have not been able to solve this.
Any help on this would be appreciated.
Some other questions I have:
Can I check for collision with _shooterHero from inside the _shooterEnemy's class?
I have tried:
if (this.bounds.intersects(stage.getChildByName("_hero"))){
}
although it did not work.
Can I check for collision of one Enemy with everything on stage, so I can assign individual functions for his each contact?
For example: hit with hero: die; hit with another enemy: turn around
If you need more info, I will be happy to provide it.
Thank You.
Can I check for collision of one Enemy with everything on stage, so I can assign individual functions for his each contact? For example: hit with hero: die; hit with another enemy: turn around
Of course you can. You should! This is approximatively how collision engines works.
Running this array successfully checks collision with the whole group i.e. _leaderEnemy but not the individual ones inside it.
Nope. It won't work. Because the bounds property use the parent coordinates.
Meaning you can intersect each child display (of same container) with each other.
But you shouldn't intersect a child display of A with a child display of B.
Except if you convert every bounds coordinates (which are local) to global.
http://doc.starling-framework.org/core/starling/display/DisplayObject.html#localToGlobal()
Using Track.bounds.intersects is one way of checking collosions. Another would be to use hitTest method of starling.displayDisplayObject
You could also check the distance of your hero and other enemies calculated by a pythagorean theorem type calculation.
Are you checking enemies against each other? If you have many enemies you might want to look into "flocking" algorithms. Keith Petes covers this subject nicely in his book Advanced Actionscript Animation.
I have added some backgrounds on stage and then on top of that adding another background and all these are movieclips.
At some time i have to remove the backgrounds and then it should be added but here problem am facing is the background become coming front.
so is there any function like send to back or bring to frond based on the movie clip names.
You want to experiment with :
setChildIndex(object, z-value)
This set the depth of the object on the stage.
swapChildren (object1, object2)
This exchange the position of two objects on the stage.
setChildIndex
swapChildren
swapChildrenAt
addChildAt
Use addChildAt(index);
http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/display/DisplayObjectContainer.html#addChildAt()