Im a new bee in flex , I want to draw different dynamic shapes.. a sample url is given below.
Any suggestion would be appreciated..
http://www.onlinelabels.com/maestro-label-design-software.htm
I recommend using the drawing API to dynamically draw shapes.
Here is a good resource to get you started Using ActionScript 3 drawing commands
You can also use the new spark primitives (such as Rect) in Flex 4 to generate some fairly sophisticated shapes with a bit of creativity.
Also, not a a run time dynamic option but you can do just about anything using FXG. Build your shapes in Illustrator CS5 or Flash CS5 and export as FXG and then import into Flex 4.
Related
Framework: Phaser.js version 3
Symfony 5
Langage: Javascript,
HTML5,
CSS3
Hello, I'm learning Phaser.js 3; I would like to create smooth animations (25fps) with lots of frames in my spritesheet. Is it possible to use large spritesheets to create animations without writing the name of each frame each time? If I have 230 frames, I cannot write the name of each frame... Thank you in advance for your answer
Yes it should be possible, you can generate the names with generateFrameNames or generateFrameNumbers, here is the link to the documentation, and here an example.
Or you can use a configuration file (json) to define the animations, like shown in this example.
for this there are texture packer tools, for example this one http://free-tex-packer.com/, that can help.
btw.: If you want smooth animations, and havn't created the spritesheets already, may be (spine-)bones animations might be a easy and space saving option, here is two example from the official website http://phaser.io/examples/v3/view/spine/basic-spineboy and http://phaser.io/examples/v3/view/spine/batch-test
Here a short video highlights the benefits of bones for phaser games https://www.youtube.com/watch?v=sq6mnix8eAg , it is very basic and not very technical
I just started to use gtk3, and I overwhelmed. I want to draw a pixel rendering (a function graph, drawn in realtime) in a window. I was able to create a window, following some examples, but I can't find information on pixel drawing. I need keywords to google (is it called 'canvas'? Pixel map? Drawing area?), and some advises on how to do it right. Should I keep a separate buffer and do copy every time I need to update window? Or can I just draw into existing gtk object?
For the examples you can generally check the documentation page of the crate itself. There are examples shown in crate documentation.
You can check the documentation of the crate from here.
You can draw your shapes on to the drawing area which is shown as example here on the documentation itself
As far as I have seen, it is pretty much ported with same function and struct names for GTK 3.0.
I need keywords to Google
You can basically google for the GTK library itself and the examples to get the insight about GTK and the easily implement with the help of documentation.
Getting started with GTK 3.0
I am trying to make a shape like a "call-out" box to use in a VB6 application. I can use the "Shape" tool to make a rounded-corner rectangle, but I would like to add the "V" shape at the bottom and have it all incorporated in the shape. A good example is the call-out shape used in Excel.
I have also used an image tool with a BMP in it, but still have the square corners of the image tool. I can't figure a way to do this and hope some out there knows how...???
Karl Peterson has code and explanation on creating an irregularly shaped object. It uses API calls, not just native VB controls.
See http://vb.mvps.org/samples/PolyBtn/.
I am learning to use OpenGL ES 2.0 by using MoSync to write cross platform C code. I have already managed to draw basic shapes such as a triangle, square and circle so the next stage is to draw some text to the screen. After reading various books, tutorials and forum posts I realise I have to create a texture atlas bitmap.
I have a file with the text I want to use, i.e 0-9 a-z image file. Before I can upload and bind it to a texture object I first need to upload the image to OpenGL. Various tutorials use UIImage or BitmapFactory to upload the image but I cannot use these as MoSync does not contain their header files. Could anyone suggest a way to load my image file to OPenGL?
To use MoSync on the Android platform you are probably going to have to make a native library for MoSync and your OpenGL ES code in C++. Most OpenGL ES projects on Android are done in native code for many reasons which are detailed in this article:
http://software.intel.com/en-us/articles/porting-opengl-games-to-android-on-intel-atom-processors-part-1/
I ended up using maOpenGLTexImage(MAHandle image), which works exactly as glTexImage2D() but it uses an image resource instead and figures out pixel formats etc.
I'm skinning a Flex app and I want the graphics to be vectors. I have the design material in an Illustrator file. I want to export from there (or through Flash) as some sort of vector format and use it to skin spark components in Flex. However, I'm having trouble placing an SWF. I've tried the following (among others) to no avail:
<mx:Image id="icon" source="#Embed('/assets/global/images/icons/location_icon.swf')" />
How do work with SWFs (or any other vector format) for skinning?
Adobe created a format just for this called FXG that you export from illustrator. It is based on SVG. check this out or search google for FXG Spark examples.