How will I show 2 sprites on same layer. Presently sprites with horizontal image is coming behind the other sprites. Horizontal image sprites drawing in CCRibbon class.
Well, you could assign them a z order. This is done by using code like this:
[self addChild: MySprite z:1]
The higher the z order, the highest up the sprite will be.
Related
I have a group of sprites in a node;
E.g.
CCNode *grid = [CCNode node];
CCSprite *sprite1 = [CCSprite spriteWithImageNamed:#"sprite.png"];
[grid addChild:sprite1];
CCSprite *sprite2 = [CCSprite spriteWithImageNamed:#"sprite.png"];
[grid addChild:sprite2];
CCSprite *sprite3 = [CCSprite spriteWithImageNamed:#"sprite.png"];
[grid addChild:sprite3];
Anyway, the end result ends up being a 5x5 grid of tiles. I plan on rotating all the tiles 90 degrees together. My current code for that is this:
[grid runAction:[CCActionRotateBy actionWithDuration:1 angle:90]];
Now, the problem is that the group of sprites aren't just rotating, the whole group is "orbiting" around a point (looks like the bottom left of the group of sprites) and goes off the screen and I only want it to rotate the group of sprites while they remaining stationary.
I have tried setting the anchor to (0,0), (.5, .5), (1, 1), etc... but, that doesn't change anything.
All help greatly appreciated.
You are rotating the grid. If you want each tile to rotate individually you need to run one rotate action on each grid sprite, but not rotate the grid.
Finally with a lot of trial and error, I have found the solution.
When I made the new node and was adding sprites to it, the content size of the node stayed the same. I had to provide the length of the entire grid as the content size and then adjust the position and now the anchor point is the center of the grid.
The idea is: I have a sprite with rectangle image
CCSprite *sprite = [CCSprite spriteWithFile:#"Rectangle.png"];
When I touch the sprite, 8 red points will appear
Holding a point and drag it to scale(resize) the image like this
Can anyone show me how to do or give me a sample code.
I am not sure about this but you can redraw a texture on that 8 points.
It seems similar to draw texture of soft body. I have implemented that for my game and in that i use 12 points and on that 12 point i tried to draw the texture.
So what you can do is you have to redraw the texture on that points when any of the point dragged. This is a tutorial for soft body,but You can refer this tutorial for reference.
http://www.uchidacoonga.com/2012/04/soft-body-physics-with-box2d-and-cocos2d-part-44/
It's not the same thing what you are looking for but yes using this you can implement.
How does one set a blend mode on a CCSprite so that e.g. 2 CCSprites with the blend mode of type Multiply, will blend when they overlap in the coordindate system?
I would like to have sprites overlayed and their colors multiplied as the collide.
Is this possible in cocos2d without having to rerender the image on collision?
I have a sprite, a square, just for orthogonal projection. Now I want to project it in a very basic, simple isometric way. (I know this might not be pretty, but I just want to figure this out)
Given my square, I rotate it 45 degrees. Now if I understand correctly, I should still divide my height by 2. This has been impossible for me in SFML. There is a scale function but if I scale with a factor 0.5 in the y-axis direction, my cube just gets stretched, instead of a diamond shape. It looks as though SFML transforms the sprite according to it's own relative axes (that were rotated before..).
Since you cannot access the height of a sprite, I was wondering if this was even possible?
Can I convert a square sprite to a diamond shape in SFML?
Using a sf::RenderTexture is an option (see other answer). Another option is to fiddle with the sf::View. Double the view's height, and adjust coordinates. It would go something like this:
my_sprite.setRotation(45.f);
//adjust the position for new screen coordinates (once)
my_sprite.setPosition(my_sprite.getPosition().x, my_sprite.getPosition().y * 2);
//...
//when drawing:
sf::View v = my_render_window.getDefaultView();
v.setSize(v.getSize().x, v.getSize().y * 2);
v.setCenter(v.getSize() *.5f);
my_render_window.setView(v);
my_render_window.draw(my_sprite);
my_render_window.setView(my_render_window.getDefaultView());
Rotate your sprite as you are doing now. Render it to an sf::RenderTexture. Use the member function getTexture, and make a new sprite from it, or reuse the old sprite. Scale the sprite along the y-axis. Draw it to the render window.
Some math on your part may be required in order to set the RenderTexture to the right size and to draw the original sprite in the correct location on it.
original_sprite.setRotation(45);
sf::RenderTexture rt;
rt.create(FigureOutWidth(),FigureOutHeight());
original_sprite.setPosition(MoreMathHere());
rt.draw(original_sprite);
sf::Sprite new_sprite(rt.getTexture());
new_sprite.setScale(1.0,0.5);
It should go without saying, but do this once in initialization, not every frame.
I was trying to use CCRenderTexture for pixel perfect collision detection, as outlined in this forum posting:
http://www.cocos2d-iphone.org/forum/topic/18522/page/2
The code "as is" works, and I have integrated it with my project
But I am having trouble doing some of the other things discussed:
If I create the renderTexture to be any size less than the screen size, the collision detection doesn't work properly - It seems to show collisions when the sprites are close (<15px) to each other but not actually colliding.
Also I have trouble changing the location of the render texture. Regardless of the position I specify, it seems to go from bottom left (0,0) till the width & height specified. I followed this post:
http://www.cocos2d-iphone.org/forum/topic/18796
But it doesn't solve my problem. I still get bad collisions like specified above. Also, the first post I mentioned on the list contains comments by many users who have resized their textures to 10x10, and repositioned them off screen.
Does anyone have any sample code, so I can see what I am doing wrong? I just use the boilerplate code:
CCRenderTexture* _rt = [CCRenderTexture renderTextureWithWidth:winSize.width height:winSize.height];
_rt.position = CGPointMake(winSize.width*0.5f, winSize.height*0.5f);
[[RIGameScene sharedGameScene]addChild:_rt];
_rt.visible = YES;
I use cocos2d-iphone 1.0.1
You need to move the sprites you intend to draw into the region of the renderTexture before calling draw or visit. Moving the renderTexture does not change the position of _rt.sprite.
The intersection rectangle must be in the region of the renderTexture, otherwise you get inaccurate collisions.
It seems that you cannot change the position of _rt.sprite.
The solution that I use is to determine the origin (x,y) of the intersection box, and offset both the colliding sprites by that much. This will ensure that the intersection rectangle will have its origin at 0,0. Then I calculate the intersection rectangle again (after ensuring the origin of the intersection rect is 0,0) . Then I follow the instructions in the forum posting.
When determining the dimensions of the render texture, I ensure that they are at least as large as the intersection rectangle, and I ensure that the intersection rectangle is fully inside the render texture. This way there are accurate collisions. If even part of the intersection box is outside the render texture i get inaccurate collisions, so before drawing into the render texture, make sure you move the sprites you intend to visit so that the intersection box is entirely within the render texture.
Remember to move the sprites back after you're done. :)