easeljs splitting an image into pieces - image

I'm new to easeljs and was wondering how would you split an image into a given number of pieces. From what I've gathered so far, I'm supposed to use SpriteSheets to accomplish this. However, the only tutorials I've seen are ones with multiple images in one Spritesheet, not one image divided into multiple images and put into a SpriteSheet.
This is my code so far (I know that the variable frames is undefined since I cannot properly access the spriteSheet array yet):
var data = {
images: ["/images/teemo.png"],
frames: {width:50, height:50}
};
var spriteSheet = new createjs.SpriteSheet(data);
console.log(spriteSheet);
console.log(spriteSheet[frames]);
var frames = spriteSheet[frames];
console.log(frames);
for (var i=0; i<frames.length; i++){
var bmp = new createjs.Bitmap(SpriteSheet[frames][i]);
}

A spritesheet is an interesting way (although not really the intent of the class). Your usage is wrong though.
Create a Spritesheet
Create Sprite instances (called BitmapAnimation in EaselJS 0.6.1 and earlier), each pointing at the same SpriteSheet instance
Use sprite.gotoAndStop(frame) to have each instance show a different piece
Here is an example:
for (var i=0; i< numberOfImages; i++) {
var sprite = new createsjs.Sprite(spriteSheetData);
sprite.gotoAndStop(i);
stage.addChild(sprite);
// Other stuff
}
You can also crop out a piece of an image using a Bitmap and the sourceRect property, which takes a Rectangle to define the crop area. This ends up being roughly the same as the above approach, but might be more work to determine each Rectangle dimensions.
Cheers.

Related

Rendering geoJSON using D3 and Leaflet using imageOverlay

Quick version: I’m having trouble displaying a d3 element on a static image displayed by Leaflet. It works if I use d3noob’s (http://bl.ocks.org/d3noob/9211665) example…but I’m having trouble extending it. I’m guessing it’s because of the lang and long translation or the projection but I’m not sure what I need to change. I’m trying to display the geoJSON in the centre of the image (my code on JSFiddle: https://jsfiddle.net/g_at_work/qyhf0qz0/12/)
Longer version:
I'm trying to extend d3noob’s example so that I can display geoJSON on static images using Leaflet and D3 (an requirement from my boss unfortunately). I was able to reproduce d3noob’s tile based example but I've had trouble with the static version.
I've been able to display the static image but I've not been able to display the blue rectangle on the image. I'm not sure what I need to do to manipulate the position of the blue rectangle described in the JSON.
I've tried playing around with setting the coordinates in the projectPoint function but no luck:
function projectPoint(x, y) {
var point = map.latLngToLayerPoint(new L.LatLng(y, x));
this.stream.point(point.x, point.y);
}
At this stage I’m thinking I need to describe a new projection but I’m not sure what.
Here is the code which I’m using to display the static image:
var map = new L.Map("map", {maxZoom:1,center: [0,0], zoom: 3,crs:L.CRS.Simple});
var southWest = map.unproject([0,882],map.getMaxZoom());
var northEast = map.unproject([1085,0],map.getMaxZoom());
var imageBounds = new L.LatLngBounds(southWest,northEast);
L.imageOverlay('http://www.w3schools.com/css/trolltunga.jpg',imageBounds).addTo(map);
map.fitBounds(imageBounds);
It would be great if someone could suggest a strategy for maniuplating the position of the rectangle (I’m new to d3 and leaflet)
Thanks a bunch
G
so after some tinkering I found that creating a new projection enabled me to set the location and scale the map so I could place it where I needed it to be :
var center = d3.geo.centroid(geoShapeInstance);
var scale = [800000];
var offset = [175, 1];
var projection = d3.geo.mercator().scale(scale).center(center).translate(offset);
var path = d3.geo.path().projection(projection);
Fiddling with the 'offset' variable allowed me to set the location and playing with the 'scale' variable allowed me to resize the map (scale is a [x,x] value)
Hope this helps someone.

Parallax Scrolling SpriteKit

I have found a tutorial on parallax scrolling in spritekit using objective-C though I have been trying to port it to swift without much success, very little in fact.
Parallax Scrolling
Does anyone have any other tutorials or methods of doing parallax scrolling in swift.
This is a SUPER simple way of starting a parallax background. WITH SKACTIONS! I am hoping it helps you understand the basics before moving to a harder but more effective way of coding this.
So I'll start with the code that get a background moving and then you try duplicating the code for the foreground or objects you want to put in your scene.
//declare ground picture. If Your putting this image over the top of another image (use a png file).
var groundImage = SKTexture(imageNamed: "background.jpg")
//make your SKActions that will move the image across the screen. this one goes from right to left.
var moveBackground = SKAction.moveByX(-groundImage.size().width, y: 0, duration: NSTimeInterval(0.01 * groundImage.size().width))
//This resets the image to begin again on the right side.
var resetBackGround = SKAction.moveByX(groundImage.size().width, y: 0, duration: 0.0)
//this moves the image run forever and put the action in the correct sequence.
var moveBackgoundForever = SKAction.repeatActionForever(SKAction.sequence([moveBackground, resetBackGround]))
//then run a for loop to make the images line up end to end.
for var i:CGFloat = 0; i<2 + self.frame.size.width / (groundImage.size().width); ++i {
var sprite = SKSpriteNode(texture: groundImage)
sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2)
sprite.runAction(moveBackgoundForever)
self.addChild(sprite)
}
}
//once this is done repeat for a forground or other items but them run at a different speed.
/*make sure your pictures line up visually end to end. Just duplicating this code will NOT work as you will see but it is a starting point. hint. if your using items like simple obstructions then using actions to spawns a function that creates that obstruction maybe a good way to go too. If there are more then two separate parallax objects then using an array for those objects would help performance. There are many ways to handle this so my point is simple: If you can't port it from ObjectiveC then rethink it in Swift. Good luck!

Dynamic text or texture on curved object

I'm a newcomer to three.js and am looking for what approaches are possible to achieve an effect like this:
For a cola can like object as in the image below (minus condensation), I want to change independent bits of text on the surface of the can based on user interaction. The variants of text are fairly arbitrary, too many for pre-baked full can textures. For instance I might want to:
change "Euro 2012" to arbitrary text
change the nutritional stats on the back of the can
show or hide one of the individual music notes
I'm sure it's possible, just looking for what concepts I need to employ. Is it difficult to have multiple textures on the same object? Or to generate arbitrary text and position it on an object and wrap it to the shape of the object?
Any pointers helpful!
You can use image created in a separate canvas as a Three.js texture. Instead of trying to mix and blend multiple textures in Three.js (possible, but tricky and limited control), I think the best solution would be to create the dynamic texture in 2D, totally out of Three.js then just apply the full texture to the can.
You can create your canvas image manually or using canvas image manipulation library of your choice (some possibilities: https://docs.google.com/spreadsheet/ccc?key=0Aqj_mVmuz3Y8dHNhUVFDYlRaaXlyX0xYSTVnalV5ZlE#gid=0 ). Or you can have your template as SVG and modify that (should be quite simple), render that to canvas, then use it as texture.
Using canvas as a texture is very simple:
var canvas = document.createElement('canvas');
canvas.width = 512;
canvas.height = 512;
var context = canvas.getContext('2d');
// drawing something here....
context.font = "Bold 20px Helvetica";
context.lineWidth = 4;
context.strokeStyle = 'rgba(255,255,255,.8)';
context.fillStyle = "rgba(0,0,0,1)";
context.strokeText("Testing", 4, 22);
context.fillText("Testing", 4, 22);
var texture = new THREE.Texture(canvas);
texture.needsUpdate = true;

XNA: Identifying identical sprites created with for loop

G'day all,
In short, I'm using a for loop to create a bunch of identical sprites that I want to bounce around the screen. The problem is how do I write a collision detection process for the sprites. I have used the process of placing rectangles around sprites and using the .intersects method for rectangles but in that case I created each sprite separately and could identify each one uniquely. Now I have a bunch of sprites but no apparent way to pick one from another.
In detail, if I create an object called Bouncer.cs and give it the movement instructions in it's update() method then create a bunch of sprites using this in Game.cs:
for (int i = 1; i < 5; ++i)
{
Vector2 position = new Vector2(i * 50, i * 50);
Vector2 direction = new Vector2(i * 10, i * 10);
Vector2 velocity = new Vector2(10);
Components.Add(new Bouncer(this, position, direction, velocity, i));
}
base.Initialize();
I can draw a rectangle around each one using:
foreach (Bouncer component1 in Components)
{
Bouncer thing = (Bouncer)component1;
Rectangle thingRectangle;
thingRectangle = new Rectangle((int)thing.position.X, (int)thing.position.Y, thing.sprite.Width, thing.sprite.Height);
But now, how do I check for a collision? I can hardly use:
if (thingRectangle.Intersects(thingRectangle))
I should point out I'm a teacher by trade and play with coding to keep my brain from turning to mush. Recently I have been working with Python and with Python I could just put all the sprites into a list:
sprites[];
Then I could simply refer to each as sprite[1] or sprite[2] or whatever its index in the list is. Does XNA have something like this?
Please let me know if any more code needs to be posted.
Thanks,
Andrew.
One solution, which I use in my game engine, is to have a Logic code run inside the objects for every game Update, ie. every frame. It seems you already do this, according to the variable names, which indicate you run some physics code in the objects to update their positions.
You might also want to create the collision rectangle inside the Bouncer's constructor so it's more accessible and you make good use of object oriented programming, maybe even make it an accessor, so you can make it update every time you call it instead of manually updating the bounding/collision box. For example:
public Rectangle #BoundingBox {
get { return new Rectangle(_Position.X, _Position.Y, width, height); }
}
Whichever way works, but the collision checks can be run inside the Bouncer object. You can either make the reference list of the Bouncer objects static or pass it to the objects itself. The code for collisions is very simply:
foreach(Bouncer bouncer in Components) //Components can be a static List or you can pass it on in the constructor of the Bouncer object
{
if (bouncer.BoundingBox.Intersects(this.BoundingBox))
{
//they collided
}
}

Photoshop Action to fill image to make a certain ratio

I am looking to make a photoshop action (maybe this isn't possible, any other application recommendations would be helpful as well). I want to take a collection of photos and make them a certain aspect ration, ex: 4:3.
So I have an image that is 150px wide by 200px high. What I would like to happen is the image's canvas is made to be 267px wide, with the new area filled with a certain color.
So there are two possibilities I can think of:
1) Photoshop actions could do this, but I would have to pull current height, multiply by 1.333333 and then put that value in the width box of the canvas resize. Is it possible to have calculated values in Photoshop actions?
2) Some other application has this feature built in.
Any help is greatly appreciated.
Wow, I see now (after writing the answer) that this was asked a long time ago. . . oh well. This script does the trick.
This Photoshop script will resize any image's canvas so that it has a 4:5 aspect ratio. You can change the aspect ratio applied by changing arWidth and arHeight. The fill color will be set to the current background color. You could create an action to open a file, apply this script, then close the file to do a batch process.
Shutdown Photoshop.
Copy this javascript into a new file named "Resize Canvas.jsx" in Photoshop's Presets\Scripts folder.
Start Photoshop and in the File - Scripts menu it should appear.
#target photoshop
main ();
function main ()
{
if (app.documents.length < 1)
{
alert ("No document open to resize.");
return;
}
// These can be changed to create images with different aspect ratios.
var arHeight = 4;
var arWidth = 5;
// Apply the resize to Photoshop's active (selected) document.
var doc = app.activeDocument;
// Get the image size in pixels.
var pixelWidth = new UnitValue (doc.width, doc.width.type);
var pixelHeight = new UnitValue (doc.height, doc.height.type);
pixelWidth.convert ('px');
pixelHeight.convert ('px');
// Determine the target aspect ratio and the current aspect ratio of the image.
var targetAr = arWidth / arHeight;
var sourceAr = pixelWidth / pixelHeight;
// Start by setting the current dimensions.
var resizedWidth = pixelWidth;
var resizedHeight = pixelHeight;
// The source image aspect ratio determines which dimension, if any, needs to be changed.
if (sourceAr < targetAr)
resizedWidth = (arWidth * pixelHeight) / arHeight;
else
resizedHeight = (arHeight * pixelWidth) / arWidth;
// Apply the change to the image.
doc.resizeCanvas (resizedWidth, resizedHeight, AnchorPosition.MIDDLECENTER);
}
Mind that the accepted answer from #user268911 may not work for you if the source image has different pixels/inch than 72. Because the UnitValue.convert function works correctly only with 72 px/inch. To be sure the conversion is correct for ever pixel/inch value, set baseUnit property as follows:
...
var pixelWidth = new UnitValue (doc.width, doc.width.type);
pixelWidth.baseUnit = UnitValue (doc.width.baseUnit, "in");
var pixelHeight = new UnitValue (doc.height, doc.height.type);
pixelHeight.baseUnit = UnitValue (doc.height.baseUnit, "in");
...
For more details about the conversion see "Converting pixel and percentage values" section of the Adobe JavaScript Tools Guide.
What languages do you know? ImageMagick has command line tools that can do this, but you'd need to know a scripting language to get the values and calculate the new ones.
For .NET, my company's product, DotImage Photo, is free and can do this (need to know C# or VB.NET)

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