Zooming in netlogo - netlogo

I am wondering whether there is a possibility zoom to a certain location while the model is running (i.e while go procedure is active)
For the first part of my model I am mostly interested in what happening in the red box (First image). The second image is a zoomed version of the red box when i set gis:set-world-envelope "shape file with brown boundary".
However I will need to see the overall gis file (picture 1) as the model continues to run. Since my agents will start moving out of the red box.
Is there a way in netlogo to shift gis:world-envelope-of while the model is running or someway to zoom in and out.

Short answer: switch to 3D view.
Long answer: On your map, do a right click with your mouse. In the appearing context menu, select "Switch to 3D View". In the resulting view, you can zoom in with your mouse wheel on the blue center. If you need to move the center of view, click on "Move" (check screenshot below) button in the left bottom corner and replace your center of view, by holding the left mouse button and move of your mouse.

Related

how can I undo this mode in the unreal engine 4.27

I'm new to ue4 and while working on a project have clicked on something that turned the 3D viewspace which is movable with right click plus w,a,s,d, I changed some mode (I believe) so that it turned to a 2D space which I can move only right and left, up and down and zoom in or out, but cannot tilt the camera. TRight clich and drag gives me some measurement of distance I believe.
How do I return to the default mode of view in ue4?
Thank you all in advance!
below is the screenshot of how my editor looks like right now
You just accidentally changed your Viewport Mode.
It's as easy as clicking that little car button with the text that says "Back", which will open a dropdown. Then choose "Perspective" or whatever applies to you. It's at the top left corner of the viewport window, right below the "Save Current" button.

How to I make the X and Y position of an object in unity refer to the top left of the object, instead of the center?

the image of the object, with the x and y coordinates referring to the middle of the object
I'm kind of a noob at unity, but I'm pretty sure I've done this before. Is there a way to change the position of the blue circle to the top left of the object?
If That white box is a Sprite, then just click the sprite filed to open it in inspector. And Click [Sprite Editor] button in the middle of inspector. There you can just drag blue circle (the center of that sprite). And then press [Apply] button in inspector.
If that white box is a GUI Image ( I think probably not.) , then you need too do some scripting for it. ( Just Re-Arrange it whit modified center with code )

How to shift the drag and drop feedback to the left?

I am building a chess board component, in which we should move the pieces by a simple Drag And Drop. In order to ease the drag and drop, I also try to draw a feedback which is a "cross of cells" centered around the pointer.
So, I am trying this way :
I draw a container that starts at the pointer location
Inside that container, I draw the entire cross, also drawing the dragged piece at the center of this container
So, I need a way to shift that feedback half to the left and to the top. That is, I need the feedback to be positionned to left and to the top of the pointer location.
Is that possible ?
I've tried playing with feedback and dragAnchor properties of Draggable, but I did not achieve.

Permit circle to be resized by not directly moved

I'm working on a project where we need to create Search Rings. These are defined as a lat-long/radius, overlaid on a map of the Continental USA.
The desired implementation is a marker, useful for close positioning of the lat-long (or even updating, via popup + jQuery) with an "attached" circle.
Desired behavior:
when the marker is moved, the circle is dragged with it, and repositions itself with its center coincident with the marker's position (this is completed)
the circle's edge? may be gripped and resized, thus changing its radius.
Current issue: when a L.Circle is marked editable, it's both resizeable and directly movable. This is apparent by the gripper boxes on the outside of the circle together with the box at the center of the circle. How do I disable/hide that center gripper?
As always, thanks in advance.

In gamesalad actor moves out of the screen on x-axis

In gamesalad framework I am creating a game in which I have an actor which only moves on x-axis on touch is pressed. But when I move it to x-axis the actor goes away out of the range of the screen. Let me clarify that I am new to gamesalad framework.
plz help to solve the problem.
I'm reading this in two different ways:
1 - when you press your touch controls the actor disappears from the screen
2 - when you press the touch control the actor moves along the x-axis and out of the screen
For the sake of argument I'm going to assume that we're talking about number two.
What you'll need to do is restrict the actors movement to the boundaries of the current screen. You can do this is two ways with Gamesalad
1 - create an invisible barrier for your actor to collide against
2 - use a behaviour to prevent your actor from going beyond the screen boundary
I'll explain both:
1, Invisible barriers
What you'll do is create a new actor, and set it to collide with the actor that your controlling. You'll create a few instances of this actor to create a walled area for your actor. Although this works, it's a little cludgy and using additional actors in a scene take a little performance away from your application.
2, using a behaviour
In my opinion the better way is to use the given behaviours in Gamesalad itself.
To stop the player actor from moving off screen you can use a combination of Rules and the Constrain Attribute behaviour to achieve this.
The first thing to know is your screen size; for an iPad I believe it's 1074 along the x-axis.
So to stop the actor moving off either side of the screen you'll need to do the following:
Open up the player actor
the click on the "Create Rule" button on the top right.
A new rule window will appear, but default the first dropdown will say "Actor receives event" change this to "Attribute".
Next select the attribute to use the rule against, since we're interested in the x-axis we'll want to query that player attribute which will be:
(also known as self) > Position > X
Select the greater than symbol (">") and then enter the maximum width of the screen minus whatever border value you want, so I'll use 1014 (1024 - 10).
Find and drag the Constrain Attribute behaviour into your rule a set the actors X position to 1014.
This will stop the actor from going beyond one side of the screen, now copy the rule and amend the settings to that if the actor goes less than, say 10, it will constrain the actors X position to 10.
I'd post an image, but alas my Karma isn't large enough right now! Hence the large explanation!
Hope this is what you're looking for!
It is way easier than that.
In top of the Gamesalad Creator there is a play button, which you probably know, displays your progress. To the left of this button there is a button that looks like a little video camera, it changes the camera settings. So what you first have to do is click the camera button, then the rectangular camera screen will show itself as marked. In the center of each of the sides of the highlighted rectangular which is the camera screen, sits 1 little grey rectangular. Each of these needs to be pulled to the center of the camera view so that you get a little grey "cross" in the center and from the center to the boarder there will now be this highlighted color.
Second and last step is easy, just go under your character and in (type or drag in a behavior block) you type control camera... or drag the control camera block, which as by the type box is statet possible.
Since Gamesalad only can have one camera at a time, and you character is the only one with the control camera option applied it will follow him and only him. Wherever your character starts on the screen, the camera will follow it when it passes through the center of the screen. You may know this from Super Mario Bros. Where you start of a little to the left and walk right and the second Mario enters the center of the screen, the camera follows him from then on.
Hope this helps... :