How could I skew/shear a sprite via SpriteKit like Cocos2D? - cocos2d-iphone

In Cocos2D-x, CCNode class provides "skewX" & "skewY" to let me do some distortion of the sprite, however, I fail to find similar mapping in SKNode of SpriteKit.
My game uses Flash to port skeleton animations, in which the configs of positioning, scaling, rotation and shearing of sprites would be decomposed into game-engine's digestive. Except shearing, all other configs do have solutions to be done in SpriteKit.

You can achieve a skew affect using a CGAffineTransform, CoreImage filter and an SKEffectNode
let transform = CGAffineTransform(a: 1, b: 0.1, c: -0.3, d: 1, tx: 0, ty: 0)
let transformValue = NSValue(cgAffineTransform: transform)
let transformFilter = CIFilter(name: "CIAffineTransform")!
transformFilter.setValue(transformValue, forKey: "inputTransform")
let effectNode = SKEffectNode()
effectNode.addChild(sprite) // <-- Add sprite to effect node
effectNode.filter = transformFilter
effectNode.shouldRasterize = true
effectNode.shouldEnableEffects = true

No you can't.
SKNode doesn't have skew* properties. And SKShader allows to use only fragment shader. It means you can change the color of each pixel whatever you want, but you can't change the shape of a sprite.
So I recommend you to use Cocos2d-Swift, Cocos2d-x or so on instead of SpriteKit.
Another option is UIView. You can use the matrix from Adobe Flash to UIView via CALayer transform.

Related

How to create animated canvas using famo.us integrated to angularjs?

So I try to create animation using canvas in famo.us integreted with angularjs.
I found this directive in docs:
<fa-canvas-surface
fa-size="[400,400]"
class="main-canvas"
>
</fa-canvas-surface>
But I have no ideas (or tutorials) how to access it from my controller.js:
mysiteControllers.controller('UvodCtrl', ['$scope','$famous',
function($scope,$famous) {
}]);
or create an animated object (for example this something like: http://jsfiddle.net/7wEWU/46/ ). Do you have any ideas?
You cannot change the size of the surface in runtime, but you can change the size of a modifier.
To animate the canvas you need to place it inside fa-modifier directive and then use Transitionable to animate size change.
Here is the example of animating surface size from 100x100 to 400x400 over 2s:
mysiteControllers.controller('UvodCtrl', ['$scope','$famous',
function($scope,$famous) {
// gets famous Transitionable
var Transitionable = $famous['famous/transitions/Transitionable'];
// sets initial surface size
$scope.surfaceSize = new Transitionable([100, 100]);
// animates surface size change, sets size to 400x400 during 2000ms
$scope.surfaceSize.set([400, 400], {duration: 2000})
}]);
<fa-modifier fa-size="surfaceSize.get()">
<fa-canvas-surface class="main-canvas">
Surface content
</fa-canvas-surface>
</fa-modifier>
Here are the docs on Transitionables: https://famo.us/docs/transitions/Transitionable
And fa-modifier: https://famo.us/integrations/angular/docs/unstable/api/directive/faModifier/
p.s. you can use Transitionable to animate any of the modifier's attributes (fa-rotate, fa-scale, fa-transform, fa-opacity...)

Connecting Two Sprites Cocos2d 3.0

How can I connect theses two sprites? But not a joint where it moves but a solid connection where both of them stay together? Thank you :)
cart = [CCSprite spriteWithImageNamed:#"bottomCart.png"];
cart.position = ccp(self.contentSize.width/2, self.contentSize.height/3);
cart.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, cart.contentSize} cornerRadius:0];
cart.physicsBody.collisionGroup = #"cartGroup";
cart.physicsBody.collisionType = #"cartCollision";
cart.physicsBody.type = CCPhysicsBodyTypeDynamic;
[_physicsWorld addChild:cart];
wheel1 = [CCSprite spriteWithImageNamed:#"blackball.png"];
wheel1.position = ccp(self.contentSize.width/2, self.contentSize.height/3);
wheel1.physicsBody = [CCPhysicsBody bodyWithCircleOfRadius:wheel1.contentSize.width/2.0f andCenter:wheel1.anchorPointInPoints];
wheel1.physicsBody.collisionGroup = #"cartGroup";
wheel1.physicsBody.collisionType = #"cartCollision";
wheel1.physicsBody.type = CCPhysicsBodyTypeDynamic;
[_physicsWorld addChild:wheel1];
Actually a joint is what you need.
You have to use something that is called a pin joint : CCPhysicsJoint.
Using a pin joint you connect two CCPhysicsBody objects in one single point.
In this use case though, unless you had a very good reason I would not use physics for the wheel at all. I would define the wheel to be a child of the cart and apply a CCActionRepeatForever + CCActionRotate combo on it to make it rotate.
For the physics to still hold up with the wheel I would define a larger polygon as a physics body on the parent cart with a visual tool like SpriteBuilder.

OSMDroid - Text overlay

I have a map of my country divider to touristic regions (PathOverlay), I wanna be able to have the name of every region above it, with just plain text, no bubbles no anything.
I've already searched how to do this but all I found was ItemizedOverlayWithFocus in the svn trunk of osmdroid.
Does anyone have any idea how to add simple text on the map (with latitude and longitude of course) ?
Sub-class Overlay (as for instance a "SimpleTextOverlay").
In the constructor or with setters, initialize your text, its position (GeoPoint), and the Paint to be used.
Then implement draw method this way:
#Override protected void draw(Canvas canvas, MapView mapView, boolean shadow) {
if (shadow) return;
//Get the screen position:
final Projection pj = mapView.getProjection();
pj.toMapPixels(geoPosition, screenPosition);
//And draw your text at screenPosition:
canvas.drawText(text, screenPosition.x, screenPosition.y, paint);
}
Answer posted here
How to add text below/above in the middle of the polyline in osmdroid
Use the Marker overlay class, which was added to osmdroid somewhere around v5.2.
Set the title, then set the icon to null, then add it to the map (in that order)
distanceMarker = new Marker(mapView);
distanceMarker.setIcon(null);
distanceMarker.setTextIcon(distance);
distanceMarker.setOnMarkerClickListener((marker, mapView) -> true);
GeoPoint p3 = new GeoPoint((loc.getLatitude()+poi.getLat())/2,(loc.getLongitude()+poi.getLon())/2);
distanceMarker.setPosition(p3);
mapView.getOverlayManager().add(distanceMarker);

Issue with shadows/Opacity on sprites in cocos2d (.png format)

I'm having trouble understanding why sprites with shadows (%opacity layer) looks different in ps and on screen. Here is the comparison:
This is simply because of image formate you set. I guess you set RGBA4444 in code or while exporting spriteSheet. Also remove checkmark Premultiply alpha in texture packer.
Also check in AppDelegate Class:
CCGLView *glView = [CCGLView viewWithFrame:[window_ bounds]
pixelFormat:kEAGLColorFormatRGBA8 //Guru - replaced kEAGLColorFormatRGB565 with kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];

Flex Mobile List: How to get rid of grey overlay on renderer tap?

I tried setting all possible styles to something other than grey, just to try and get rid of the grey overlay as shown in the "Hello item 1" in the attached image of a list. Nothing worked. I examined the ListSkin class too and didn't fins anything that would draw these. How to get rid of these overlays?
<s:List id="list" width="100%" height="100%"
dataProvider="{dp}"
focusAlpha="0"
contentBackgroundAlpha="0"
contentBackgroundColor="0xFFFFFF"
selectionColor="0xFFFFFF"
downColor="0xFFFFFF"
borderVisible="false"
>
</s:List>
I just helped a client with this same thing. You, basically, have to extend the LabelItemRemderer class to not draw the rectangle. It is not exposed via styles or colors for you to change.
Look at this code (Starting at line 853 in the LabelItemRemderer):
// Selected and down states have a gradient overlay as well
// as different separators colors/alphas
if (selected || down)
{
var colors:Array = [0x000000, 0x000000 ];
var alphas:Array = [.2, .1];
var ratios:Array = [0, 255];
var matrix:Matrix = new Matrix();
// gradient overlay
matrix.createGradientBox(unscaledWidth, unscaledHeight, Math.PI / 2, 0, 0 );
graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, matrix);
graphics.drawRect(0, 0, unscaledWidth, unscaledHeight);
graphics.endFill();
}
You basically need some way to force this code to not run. You can do this by creating your own itemRenderer from scratch. Or you can extend the LabelItemRenderer, override the drawBackground() method and copy all the parent drawBackground() code into your extended child; minus the block above.
I'd love to see the color exposed as a style or something. I'd love to see a magic property (or style) we could use to make the overlay vanish altogether. Feel free to log this as a bug into the Apache Flex Jira.