I am using AndEngine for animation.I want to use Modifier in sequential mode.
final float centerX = (BallShakeActivity.CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2;
final float centerY = (BallShakeActivity.CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2;
ball = new AnimatedSprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager());
ball.animate(50);
scene.attachChild(ball);
MoveModifier modifier = new MoveModifier(10,CAMERA_WIDTH ,CAMERA_HEIGHT/2, 0,CAMERA_HEIGHT );
ball.registerEntityModifier(modifier);
Related
I'm trying to tint a Texture2D with a Color in Unity3D in same same way the sprite renderer does.
What is the best way to do this?
Edit:
This are the codes i tried:
private Color Tint(Color source, Color tint) {
Color tinted = source;
//tinted.r = Math.Min(Math.Max(0f, (source.r + (255f - source.r) * tint.r)), 255f);
//tinted.g = Math.Min(Math.Max(0f, (source.g + (255f - source.g) * tint.g)), 255f);
//tinted.b = Math.Min(Math.Max(0f, (source.b + (255f - source.b) * tint.b)), 255f);
//tinted.r = (float)Math.Floor(source.r * tint.r / 255f);
//tinted.g = (float)Math.Floor(source.g * tint.g / 255f);
//tinted.b = (float)Math.Floor(source.b * tint.b / 255f);
Color.RGBToHSV(source, out float sourceH, out float sourceS, out float sourceV);
Color.RGBToHSV(tint, out float tintH, out float tintS, out float tintV);
tinted = Color.HSVToRGB(tintH, tintS, sourceV);
tinted.a = source.a;
return tinted;
}
Afaik the tint for Renderer in general is done by multiplication (black stays black) and could simply be achieved using the * operator
private Color Tint(Color source, Color tint)
{
return source * tint;
}
Much flexible way is to use lerp
Color original = Color.red;
Color tint = Color.cyan;
float tintPercentage = 0.3f;
// This will give you original color tinted by tintPercentage
UnityEngine.Color.Lerp(original, tint, tintPercentage);
// this will give you original color
UnityEngine.Color.Lerp(original, tint, 0f);
// this will give you full tint color
UnityEngine.Color.Lerp(original, tint, 1f);
I would like to draw a frame / rectangle in OnGUI in order to display a certain area for debugging purposes.
This rectangle should be displayed with a certain "thickness" / line width and color.
So far, I have only found GUI.Label and GUI.Box, which both seems inadequate for this.
Thank you!
If it is only for debugging I would recommend to use Gizmos.DrawWireCube
Note: Only drawn in the SceneView not in the GameView so really only for debugging
private void OnDrawGizmosSelected()
{
// Draw a yellow cube at the transform position
var color = Gizmos.color;
Gizmos.color = Color.yellow;
Gizmos.DrawWireCube(transform.position, new Vector3(1, 1, 1));
Gizmos.color = color;
}
for showing it only if object is selected or OnDrawGizmos for showing it allways
Note that this is done in WorldSpace so if you rather want the size vector etc rotate together with the object you can wrap in between
var matrix = Gizmos.matrix;
Gizmos.matrix = transform.localToWorldMatrix;
//...
Gizmos.matrix = matrix;
Unfortunately there is no option to change the line thikness...
... but you could overcome this by simply drawing e.g. 4 normal cubes using Gizmos.DrawCube to form a rectangle. Something maybe like
private void OnDrawGizmos()
{
DrawDebugRect(new Vector2(0.5f, 0.3f), 0.05f);
}
private void DrawRect(Vector2 size, float thikness)
{
var matrix = Gizmos.matrix;
Gizmos.matrix = transform.localToWorldMatrix;
//top cube
Gizmos.DrawCube(Vector3.up * size.y / 2, new Vector3(size.x, thikness, 0.01f);
//bottom cube
Gizmos.DrawCube(Vector3.down * size.y / 2, new Vector3(size.x, thikness, 0.01f);
//left cube
Gizmos.DrawCube(Vector3.left * size.x / 2, new Vector3(thikness, size.y, 0.01f);
//right cube
Gizmos.DrawCube(Vector3.right * size.x / 2, new Vector3(thikness, size.y, 0.01f);
Gizmos.matrix = matrix;
}
I'm only on smartphone so it might not be copy-past-able but I think you'll get the idea ;)
Hi I'm trying to have 2 sprites with different z in 3d world and a camera that rotates around the center of the screen and points at the center of the screen.
Even if the sprites has different z (and zorder, I don't know if this is necessary) the sprites are always visualized while I'm expecting to have the second sprite hided from the other...
This is helloworld layer init
auto sp3d = Sprite3D::create();
sp3d->setPosition(visibleSize.width/2, visibleSize.height/2);
addChild(sp3d);
auto sprite = Sprite::create("JP9_table.png");
auto spritePos = Vec3(0,0,0);
sprite->setScale(0.3);
sprite->setPosition3D(spritePos);
sp3d->addChild(sprite,0);
auto sprite2 = Sprite::create("JP9_logo_yc.png");
auto spritePos2 = Vec3(0,0,10);
sprite2->setPosition3D(spritePos2);
sp3d->addChild(sprite2,10);
sp3d->setCullFace(GL_BACK);
sp3d->setCullFaceEnabled(true);
this->setCameraMask((unsigned short)CameraFlag::USER2, true);
camera = Camera::createPerspective(60, (float)visibleSize.width/visibleSize.height, 1.0, 1000);
camera->setCameraFlag(CameraFlag::USER2);
camera->setPosition3D(spritePos + Vec3(-200,0,800));
camera->lookAt(spritePos, Vec3(0.0,1.0,0.0));
this->addChild(camera);
this->scheduleUpdate();
angle=0;
and this is update:
void TestScene::update(float dt)
{
angle+=0.1;
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
Vec3 spritePos=Vec3(visibleSize.width/2,visibleSize.height/2,0);
camera->setPosition3D(Vec3(visibleSize.width/2,visibleSize.height/2,0) + Vec3(800*cos(angle),0,800*sin(angle)));
camera->lookAt(spritePos, Vec3(0.0,1.0,0.0));
}
I have tryed something simplier:
auto sp3d = Sprite3D::create();
sp3d->setPosition(visibleSize.width/2, visibleSize.height/2);
addChild(sp3d);
auto sprite = Sprite::create("JP9_table.png");
auto spritePos = Vec3(0,0,0);
sprite->setScale(0.3);
sprite->setPosition3D(spritePos);
sp3d->addChild(sprite,0);
auto sprite2 = Sprite::create("JP9_logo_yc.png");
auto spritePos2 = Vec3(0,0,10);
sprite2->setPosition3D(spritePos2);
sp3d->addChild(sprite2,10);
sp3d->setCullFace(GL_BACK);
sp3d->setCullFaceEnabled(true);
even with sp3d->runAction(RotateTo::create(20,vec3(0,3000,0))) same error.
Is it a cocos2dx bug?
the sprite with z=10 disappear before it is covered by the other sprite...
remain hidden for a while, and when it should be hidden completely reappear!!!
Do I have forgot something?
thanks
Maybe you should check this.
_camControlNode = Node::create();
_camControlNode->setNormalizedPosition(Vec2(.5,.5));
addChild(_camControlNode);
_camNode = Node::create();
_camNode->setPositionZ(Camera::getDefaultCamera()->getPosition3D().z);
_camControlNode->addChild(_camNode);
auto sp3d = Sprite3D::create();
sp3d->setPosition(s.width/2, s.height/2);
addChild(sp3d);
auto lship = Label::create();
lship->setString("Ship");
lship->setPosition(0, 20);
sp3d->addChild(lship);
and
_lis->onTouchMoved = [this](Touch* t, Event* e) {
float dx = t->getDelta().x;
Vec3 rot = _camControlNode->getRotation3D();
rot.y += dx;
_camControlNode->setRotation3D(rot);
Vec3 worldPos;
_camNode->getNodeToWorldTransform().getTranslation(&worldPos);
Camera::getDefaultCamera()->setPosition3D(worldPos);
Camera::getDefaultCamera()->lookAt(_camControlNode->getPosition3D());
};
I newby to Unity and I write a simple tic-tac-toe game for mobile devices.
I have troubles with GUI.Box. I try to make it stretch, but it does not work and text is clipped. My code:
GUIStyle lBoxStyle = new GUIStyle(GUI.skin.box);
lBoxStyle.stretchWidth = true;
lBoxStyle.stretchHeight = true;
lBoxStyle.wordWrap = true;
lBoxStyle.fontSize = 48;
lBoxStyle.normal.textColor = Color.black;
GUI.Box(new Rect((virtualWidth - mBoxWidth) / 2, (virtualHeight - mBoxHeight) / 2, mBoxWidth, mBoxHeight), mAlert, lBoxStyle);
How can I fix it?Also how I can reduce size if text is short?
First find out what is the size of the content with CalcSize. Then use that size to make the box tightly fitted around the content.
GUIStyle lBoxStyle = new GUIStyle(GUI.skin.box);
lBoxStyle.stretchWidth = true;
lBoxStyle.stretchHeight = true;
lBoxStyle.wordWrap = true;
lBoxStyle.fontSize = 48;
lBoxStyle.normal.textColor = Color.Black;
// Caculate the size of the content
Vector2 size = lBoxStyle.CalcSize(new GUIContent(mAlert));
// Padding if needed
// size += new Vector2(10, 10)
// Use the size as the size of the element
GUI.Box(new Rect((virtualWidth - size.x) / 2, (virtualHeight - size.y) / 2, size.x, size.y), mAlert, lBoxStyle);
At the moment I have a script which when you hit a cube, it follows the player...but when you stand still it overlaps you. What I want is to be able to set the position of the cube to five steps behind the player at all times...how would i do this?
GameObject.Find("Cube2").transform.position = Vector3(0.5, 0.5, 0.5);
That is what I have tried so far, but that just makes the cube disappear?
the script in its entirety:
static var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var Player = GameObject.Find("Player").transform.position;
var Cube2 = GameObject.Find("Cube2").transform.position;
var myTransform : Transform; //current transform data of this enemy
function Awake()
{
//myTransform = transform; //cache transform data for easy access/preformance
}
function Start()
{
//target = GameObject.FindWithTag("Player1").transform; //target the player
}
//var distance = Vector3.Distance(Player.transform.position, Cube2.transform.position);
//Debug.Log(distance);
function Update () {
Debug.Log(Player);
//var distance = Vector3.Distance(Player.transform.position, Cube2.transform.position);
//var distance = Vector3.Distance(player_distance, cube_distance);
// if (distance > 5)
// {
if (target == GameObject.FindWithTag("Player").transform)
{
//rotate to look at the player
GameObject.Find("Cube2").transform.position = Vector3(0.5, 0.5, 0.5);
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
//move towards the player
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}
//}
}
Like I said, I don't know unity really (had a 5 minute play with it)
In honesty it looks like you've pretty much got it - not sure why you can't get it working:
This is what should work: (assuming the quarternion calls are correct) - this is using latest Unity reference from the site so it might be diff to what works for you (what version of Unity you on?)
// Params
var moveSpeed = 3; // Move speed
var rotationSpeed = 3; // Speed of turning
// Find game objects
var Player = GameObject.Find("Player");
var Cube2 = GameObject.Find("Cube2");
function Update ()
{
// Vector from cube pos to player pos (vector math: target - position = vector to target from pos)
var dir = Player.transform.position - Cube2.transform.position;
// If the distance is over 5 units
if(dir.magnitude > 5.0f)
{
// Rotate towards player
Cube2.transform.rotation = Quaternion.Slerp(Cube2.transform.rotation, Quaternion.LookRotation(dir), rotationSpeed * Time.deltaTime);
// Move forward at specified speed
Cube2.transform.position += Cube2.transform.forward * moveSpeed * Time.deltaTime;
}
}
That should do it - if not let me know what happens (or if you get compilation errors) - like I said I don't really know Unity but I've had a look and I'm familiar with 3D/game programming