I use cocossharp. I want to add fade in/out transition when replacing scene. The fade in for the second scene works fine, but the current scene's fade out is not working.
My code for transition at GameStartScene.cs is:
gameStartLayer.RunAction (new CCFadeOut (1.5f));
GameAppDelegate.GoToGameScene (); //director.ReplaceScene (new CCTransitionFade(1.5f, gamePlayScene));
How can I implement a fade out effect for the scene?
The GoToGameScene runs immediately after the RunAction above. Are you trying to wait until the RunAction completes before going to the game scene?
If so, make a sequence with your CCFadeOut followed by a CCDelayTime(1.5f) then run that sequence. The other option would be a wrapping your Goto game scene in a CCCallFunc.
jaybers is right about: "The GoToGameScene runs immediately after the RunAction above"
BUT!
you should do this:
await gameStartLayer.RunActionAsync(new CCFadeOut (1.5f));
GameAppDelegate.GoToGameScene();
If you want to wait until going to next scene
Related
i've tried to make a project, but i can't draw a sprite as i want. I mean that everything works when i just draw a sprite, but it stop working when i am trying to draw the sprite by clicking left mouse button. There's code i tried:
if(zdarzenie.type == Event::MouseButtonPressed && zdarzenie.mouseButton.button == Mouse::Left)
{
pocisk.setPosition(10, 10);
oknoAplikacji.draw(pocisk);
}
Btw, I am writing in Polish as if it would change something.
And yes, i have everything good besides that.
(and i am using 2.4.1 version of SFML)
I don't know what you are doing now because you didn't provide enough of your code and I actually don't understand your if statement but, it can just be :
if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
sprite.setPosition(sf::Mouse::getPosition());
renderTarget.draw(sprite);
}
By the way I strongly suggest that you do not use the draw function here but organize your code to have a draw method called in a render loop, because depending on where your code is in your program, the sprite could be drawn for only one frame and then erased since it's not updated.
From what I understand in your code in Polish, you have the right code to do what you want, but the problem comes from the fact that you draw the sprite only once.
The draw method is called every frame and it will erase everything on screen and then redraw them. Doing it only once, like in your code, will only draw it a single time then delete it the very next frame.
At that point multiple solution can be used. If its a GameObject clicking can activate the object to then draw it or a simple bool could be used has a switch in your draw to make it appear.
I am currently working on a simple CAD-like drawing program using Qt and openGL.
What I am doing is that I maintain a list of objects which is on the canvas. The paintGL() function is just loop through the list and render the objects one by one.
objects are fed to the list via slot drawObject(Object obj), in which there is an update() function to schedule an update event to update the scene.
Now, I want to do some rubberband drawing of lines:
After pick one endpoint of the line, whenever I move the cursor, a mouseMoveEvent() is triggered and it will generate an object for the line and emit a signal to drawObject(Object) slot. what the slot does is to erase the old line by doing xor drawing, and draw the new line in xor mode as well.
What I expect to happen is that every time the mouse is Moved, a new object is rendered to the scene. However, it is not. For example, if I move the mouse
fast, then before the update() function actually update the scene, multiple mouseMove events has been triggered and it seems that these events are never been handled, i.e., the correspondence objects never goes to screen. What the program actually does is that a lot of random artifacts is left on the screen after a fast rubberband dragging.
It seems that this is due to the fact that what update() function of QOpenGLWidget does is that it generate an event to inform the widget to redraw later for performance purpose.
During the course of me writing this question, I discovered the repaint() function which do an immediate update. However, the lagging is quite significant: when I move the mouse fast, the rubberband line is not following.
So, my question is, how to implement the rubberband drawing so that it could take advantage of the update() machanism to boost the performance while not having those glitches on the screen?
I have searching around on this but I could find a single article talking about this fast-moving mouse stuff.
Thank you in advance!
Problem: I have a CCSprite animation that uses 7 frames. It works fine when I run the action with a delay of .04f, however, I need to run this animation at .02f which causes it to completely stop about 2~3 frames into the sprite animation. Bumping it up to .03f gets about 4~5 frames in before the sprite freezes.
I can't post the code because there's way too much. Really I'm looking for a general idea of where to start looking. The CCSprite I'm calling the runaction on is being retained, so that doesn't seem to be the issue. Thoughts?
I have a game in Cocos2d with a main scene (game scene) and a button to go to a "Configuration" scene. When the user clicks on the Configuration button in the main scene I use pushScene to go tho the "Configuration" scene. The reason I use pushScene is to allow the user to resume the game where he was left off.
In the "Configuration" scene there are two options: "Cancel" and "Ok". If the user hits "Cancel" I use popScene and the game resumes where it was left of. If the user hits "Ok" I use replaceScene because I want the game to start from the beginning with the new configuration.
So, when the user hits "Ok" I know that the "Configuration" scene is replaced by the new game scene, but does the old game scene gets replaced too? Otherwise, am I doing things correctly or should I implement another way to let the game scene know whether it should resume or restart.
I want to make sure I am not leaking memory by accumulating unreplaced scenes.
The replaceScene method does what it says. It replaces the current scene. If you have 10 scenes pushed onto one another, it will replace the 10th scene and all previous scenes remain.
It's one of the reasons why I don't recommend using pushScene. It's too easy to forget a situation where scenes might get pushed more than they get popped. The other reason is that popScene can't be animated with a transition.
Btw, you can easily test this behavior if you do replaceScene after pushScene, then popScene in the newly replaced scene. You'll see the old scene popping up. Normally if you popScene with just a single scene in the stack it'll throw an assertion.
I'm using a particles, slightly modified CCParticleFlower with positionVar to be in form of vertical line, from top to bottom. In CCNode update I constantly change the position of the particles from left to right across the whole screen, when it reaches the right side I set x to 0 and start scrolling to the right.
The problem is when I reset the X value to 0, all particles blinks, they disappear for about one frame and appear in the next frame, it causes a nasty flickering effect.
It does not happen when I increment X values by small numbers but when the particle position is reset to its beginning position it flickers, on win32, android and ios. I’m using most recent 1.1 version (master branch)
I recently had something of a similar problem where the particles would jump around whenever their parent changed direction. I'm not sure if it's exactly the same problem, but here's the thread I found that helped with my problem:
http://www.cocos2d-iphone.org/forum/topic/17167
The relevant post:
I just encountered the same problem and it took me a while to get to the bottom of it, >here's the low down: do not use
[self schedule:#selector(NextFrame:)];
Instead, use
[self scheduleUpdate];
and rename NextFrame: to update:
Using a custom selector schedules your update at the very end of the CCScheduler queue, in other words, it will cause your NextFrame: method to be called AFTER the particle system's update: method, because the particle system schedules its own update method with a priority of 1.
This is not good because the position of the quads for the particles are updated using the current position of the emitter, and then the emitter is moved in your NextFrame: method, which causes all the particles to be moved again because the position of the emitter is really the position of the CCNode that draws the particles.
By using scheduleUpdate, you really schedule your update: method with a priority of 0, which means it will be called before the particle system's update: method and all will be well.
So basically, add an update method to your class and call scheduleUpdate instead of manually scheduling it.