Cocossharp Sprite Masking - xamarin

I'm working on building a slot machine reel. My idea is to stack all the images and move them downward and then back to the top once it gets out of view.
In order for this to work, I would have to mask the areas outside of the area I want displayed.
Each reel has 27 different images on it.
I tried CCMaskedSprite but can't figure out how it works.
Update
Given the image below, I want to mask, or hide all the graphics outside the viewable area.

Related

JavaFX DragView Image has lowered opacity compared to actual image... Can that be changed?

I have been working on using Drag and Drop with JavaFX, and one thing I notice is that items are given lowered opacity compared to their actual images, as well as the larger the image the made "Faded/transparent" the image gets. I am working on am application that can drag fairly large items which end up almost invisible when dragging, which defeats the purpose of using a DragView Image in the first place, and makes this unusable for larger items (the way I'm using the DragView I want the images to be a certain size compared to the scene in which I'm dragging onto).
My application essentially has 2 Windows (Stages) where the data is in one Stage and I get the item from a list and drag it onto the scene. The DragView image is a representation of the object going onto the scene, so when I drop the DragView Image, it gets dropped exactly into place on the scene, so the DragView is important to my overall application.
Just a NOTE: There is also backing data in my transfer in order to recreate the box, as well as additional data that gets transferred with the Drag and Drop.
I tried looking at the FX DragView Internal code but didn't find anything that sets the Opacity or anything like that, so one of my assumptions of "it's built into the OS" is something I keep thinking about, as lowered opacity is something I remember being built in, and when trying it it does happen, but very very slight, and not as bad as what I'm experiencing (Also possible that since the icons are much smaller they don't run into the "larger image opacity issue."
I am running Windows 7 64-Bit for those who are wondering.
My question is, is it possible to change the opacity settings of the Drag and Drop ImageView either via JavaFX or possibly Native with using something along the lines of JNI?
I don't have any example code at the moment, but can add if someone is interested, but I'm sure for those who know about Drag and Drop ImageViews should already know about the opacity.
Thank you all.

Xamarin: How to set a box view that has 16:9 aspect to fill horizontally and require necessary height?

I just want to make sure no matter if the user rotate the phone, my box view will always be filled the horizontal, while keeping the same aspect.
Basically I am using FFImageLoading for displaying the image, however, if there is no image, I still want to keep that space and put some placeholder for it.

How to get background images to scale to the same size in Xcode Autolayout?

The Problem:
I am currently trying to get the background image of launch page of my app and the first view controller to match in size.
On left, launch screen on the right first view controller.
However as you can see the navigation bar appears to resize the background image.
Both back ground images are currently set to centre vertically and horizontally and both have equal width and height to the view.
What Ive tried
I have obviously tried messing around with auto layout to now avail,
I have also tried toggling the Extend Edges “under Top Bars” option, it is currently set to true in the above image. This didn't work either.
Question
How do I get both background images to have the same sizes (consistent) between the launch screen and the first view controller, for all iPhone devices (in auto layout)?
Found the answer for anyone with this problem.
Tick extend edges under Opaque bars for the view controller.

Windows 8 Store App Live Tile Image Position

I have a live tile in my Windows 8 store app which is defined as TileWideImageAndText01 and TileSquarePeekImageAndText04. The image is in an format which doesn't fit the tile, so I guess the tile is taking the center of the picture?
Actually I want the tile to take the top of my picture and not centering it.
Is it possible to change this behaviour in my live tile declaration?
Unfortunately I found out that there is no out-of-the-box-solution for my problem.
I solved it by creating a BitmapResource out of my image, cropping it programmatically and save it back to my ApplicationFolder, where I can reference the image in my live tile with "ms-appdata:///...."

Handling size of image after orientation change WP7

I've got an Image with an overlay Canvas with some rectangles whose position is relative to image's size. The problem comes when I change the phone orientation, because image size changes (or at least, the renderization) but I can't manage to re-distribute the rectangles according to the new size, and the OrientationChanged event doesn't help me because it's fired before rendering the image (so all the rectangles go to (0,0))
Anyone can help me finding the correct event?
I'd either not use percentage widths or save them as exact values when first rendered/measured for one orientation. You can then adjust the dimensions relative to the orientation.
Update
If you can't get the exact values passed to you then you coudl load the image where teh user can't see it to measure it.
If you're getting the image and positions from an external source which always assumes a portrait orientation then why not just always display it as such in your app.
Finally got it!
The event I was looking for was the SizeChanged, I can't imagine how I didn't see it before...

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