sprite

Pygame Making A Sprite Face The Mouse

左心房为你撑大大i 提交于 2020-01-10 04:18:17
问题 Im New To Pygame But Kinda OK On Python, Im Creating A Zombie Shooting Game With an overhead view. I managed to make the character move when pressing the arrow keys. But now i need to get the player to FACE the mouse/cursor without clicking the screen all the time. Any Help? 回答1: for event in pygame.event.get(): if event.type == MOUSEMOTION: mousex, mousey = event.pos # build a vector between player position and mouse position moveVector = (mousex-playerx, mousey-playery) """ compute the

Changing the Coordinate System in LibGDX (Java)

元气小坏坏 提交于 2020-01-08 19:43:24
问题 LibGDX has a coordinate system where (0,0) is at the bottom-left. (like this image: http://i.stack.imgur.com/jVrJ0.png) This has me beating my head against a wall, mainly because I'm porting a game I had already made with the usual coordinate system (where 0,0 is in the Top Left Corner). My question: Is there any simple way of changing this coordinate system? 回答1: If you use a Camera (which you should) changing the coordinate system is pretty simple: camera= new OrthographicCamera(Gdx

Changing the Coordinate System in LibGDX (Java)

﹥>﹥吖頭↗ 提交于 2020-01-08 19:43:07
问题 LibGDX has a coordinate system where (0,0) is at the bottom-left. (like this image: http://i.stack.imgur.com/jVrJ0.png) This has me beating my head against a wall, mainly because I'm porting a game I had already made with the usual coordinate system (where 0,0 is in the Top Left Corner). My question: Is there any simple way of changing this coordinate system? 回答1: If you use a Camera (which you should) changing the coordinate system is pretty simple: camera= new OrthographicCamera(Gdx

Why wont this move effect work on my sprites when the fade effect does?

╄→гoц情女王★ 提交于 2020-01-06 17:56:02
问题 Could someone please explain why this doesn't want to work? It's a bit of decoration to go behind a logo. When the dMove var is commented out I get the appropriate line of squares fading in and out at random spots along the x = 78 axis, but when introduced nothing appears at all... private var floatBG:UIComponent = new UIComponent(); private function addDP(event:TimerEvent):void{ var dY:Number = 5+Math.ceil(Math.random()*60); var dSize:Number = Math.ceil(Math.random()*12); var dAlpha:Number =

How to fall a sprite over another using And engine in android?

随声附和 提交于 2020-01-06 07:29:48
问题 Hi how can i put a one sprite over another sprite as seen in the image below as you can seen there is two sprite in the image (1).The sprite in the top should place over the sprite in the bottom as seen in the image (3).I tried some And engine example but did not get any solution yet .If any one know how to handle this problem please find some solution or any source.Thanks in advance Attaching code as per the edit public class MainActivity extends SimpleBaseGameActivity { // =================

How to fall a sprite over another using And engine in android?

我怕爱的太早我们不能终老 提交于 2020-01-06 07:29:28
问题 Hi how can i put a one sprite over another sprite as seen in the image below as you can seen there is two sprite in the image (1).The sprite in the top should place over the sprite in the bottom as seen in the image (3).I tried some And engine example but did not get any solution yet .If any one know how to handle this problem please find some solution or any source.Thanks in advance Attaching code as per the edit public class MainActivity extends SimpleBaseGameActivity { // =================

How to change the image in a cocos2d sprite from an array?

心不动则不痛 提交于 2020-01-06 06:48:33
问题 I'm trying to change the image that a sprite from an array is displaying. Here is the code I'm using: ((Sprite *)[enemiesArray objectAtIndex:index]).image = baseImage; I get the error message: error: request for member 'image' in something not a structure or union What am I doing wrong? Thanks for reading. 回答1: I don't think that this is the way to do this. Rather than that you should call one of the init methods: - (id) initWithCGImage:(CGImageRef)image; - (id) initWithTexture:(Texture2D*)

Using Gulp to create an SVG sprite without compression

可紊 提交于 2020-01-06 03:14:20
问题 I'm attempting to use this plugin on every SVG in a given project. I believe the default compression or reformatting of the svg's themselves is causing issues however. For example, I have a standard three bar menu icon: <?xml version="1.0" encoding="UTF-8" standalone="no"?> <svg width="200px" height="180px" viewBox="0 0 200 180" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink"> <g id="Page-1" stroke="none" stroke-width="1" fill="none" fill-rule=

Actionscript Receiving Mouse Events For Lower Indexed And Partially Covered Display Objects?

ぐ巨炮叔叔 提交于 2020-01-06 01:06:10
问题 i have 2 sprites on stage. bottomSprite is added to the display list first, followed by topSprite. topSprite partially covers bottomSprite. i've added an event listener to bottomSprite for MouseEvent.MOUSE_MOVED notifications to simply trace the mouseX and mouseY coordinates. however, the notification doesn't work for the parts of bottomSprite that are covered by topSprite. var bottomSprite:Sprite = new Sprite(); bottomSprite.graphics.beginFill(0x666666, 0.5); bottomSprite.graphics.drawRect

Billboard with math

百般思念 提交于 2020-01-05 17:05:03
问题 I'm trying to draw an element always facing camera. I've read some articles about billboard in shaders, the problem is that I need to compute rotation out of shaders and with different objects (circles, square, mesh, …). So, I'm trying to compute model's rotation only (not matrix, something similar to Transform.LookAt in Unity engine) but I don't know how to do, here is what I've got: // Camera data mat4 viewMatrix = camera->getMatrix(); vec3 up = {viewMatrix[0][1], viewMatrix[1][1],