Search Results

Search found 13860 results on 555 pages for 'core graphics'.

Page 112/555 | < Previous Page | 108 109 110 111 112 113 114 115 116 117 118 119  | Next Page >

  • perl: tk: a way/widget that allows pixel level control over the output

    - by chhh
    I want something like a canvas, but where i'd be able to manipulate pixels easily in addition to all the provided geometries, that can be drawn on canvas. Is it possible to embed something like GD::Image into a canvas? So then I maybe could make the image transparent and set some pixels in it (GD::Image-setPixel()) positioning it over the canvas? ps: well, that doesn't necessarily have to be perl, as there seem to be bindings for all the libs for most scripting (and not only) languages.

    Read the article

  • Trigerring other animation after first ending Animation (Objetive-C)

    - by ludo
    Hi, I have a simple animation which simply modify the position of a button: [UIView beginAnimation:nil context:nil]; [UIView setAnimationsDuration:3.0]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; mybutton.frame = CGREctMake(20, 233, 280, 46); [UIView commitAnimations]; I want to perform some other animations when this one is finish, how to do that?

    Read the article

  • What's better way to build NSPredicate with to-many deep relationships?

    - by Victor
    Hello, I have three entities: EntityA, EntityB and EntityC connected with to-many relationships. See schema for details: For getting all instance of EntityA which depend from EntityB.name I use the predicate like this: NSPredicate *predicate = [NSPredicate predicateWithFormat:@"ANY EntityB.name like 'SomeName'"]; What should be predicate for getting all instance of EntityA which depend from EntityC.name? I tried query like @"ANY EntityB.entitiesC.name like 'SomeName'" but get exception "multiple to-many keys not allowed here". Best regards, Victor

    Read the article

  • CGContextSetShadow() - shadow direction reversed between iOS 3.0 and 4.0?

    - by Pascal
    I've been using CGContextSetShadowWithColor() in my Quartz drawing code on the iPhone to generate the "stomped in" look for text and other things (in drawRect: and drawLayer:inContext:). Worked perfectly, but when running the exact same code against iOS 3.2 and now iOS 4.0 I noticed that the shadows are all in the opposite direction. E.g. in the following code I set a black shadow to be 1 pixel above the text, which gave it a "pressed in" look, and now this shadow is 1px below the text, giving it a standard shadow. ... CGContextSetShadowWithColor(context, CGSizeMake(0.f, 1.f), 0.5f, shadowColor); CGContextShowGlyphsAtPoint(context, origin.x, origin.y, glyphs, length); ... Now I don't know whether I am (or have been) doing something wrong or whether there has been a change to the handling of this setting. I haven't applied any transformation that would explain this to me, at least not knowingly. I've flipped the text matrix in one instance, but not in others and this behavior is consistent. Plus I wasn't able to find anything about this in the SDK Release Notes, so it looks like it's probably me. What might be the issue?

    Read the article

  • How do I change the frame position for a custom MKAnnotationView?

    - by andrei
    I am trying to make a custom annotation view by subclassing MKAnnotationView and overriding the drawRect method. I want the view to be drawn offset from the annotation's position, somewhat like MKPinAnnotationView does it, so that the point of the pin is at the specified coordinates, rather than the middle of the pin. So I set the frame position and size as shown below. However, it doesn't look like I can affect the position of the frame at all, only the size. The image ends up being drawn centered over the annotation position. Any tips on how to achieve what I want? MyAnnotationView.h: @interface MyAnnotationView : MKAnnotationView { } MyAnnotationView.m: - (id)initWithAnnotation:(id <MKAnnotation>)annotation reuseIdentifier:(NSString *)reuseIdentifier { if (self = [super initWithAnnotation:annotation reuseIdentifier:reuseIdentifier]) { self.canShowCallout = YES; self.backgroundColor = [UIColor clearColor]; // Position the frame so that the bottom of it touches the annotation position self.frame = CGRectMake(0, -16, 32, 32); } return self; } - (void)drawRect:(CGRect)rect { [[UIImage imageNamed:@"blue-dot.png"] drawInRect:rect]; }

    Read the article

  • Rotating an Image in Silverlight without cropping

    - by Tim Saunders
    I am currently working on a simple Silverlight app that will allow people to upload an image, crop, resize and rotate it and then load it via a webservice to a CMS. Cropping and resizing is done, however rotation is causing some problems. The image gets cropped and is off centre after the rotation. WriteableBitmap wb = new WriteableBitmap(destWidth, destHeight); RotateTransform rt = new RotateTransform(); rt.Angle = 90; rt.CenterX = width/2; rt.CenterY = height/2; //Draw to the Writeable Bitmap Image tempImage2 = new Image(); tempImage2.Width = width; tempImage2.Height = height; tempImage2.Source = rawImage; wb.Render(tempImage2,rt); wb.Invalidate(); rawImage = wb; message.Text = "h:" + rawImage.PixelHeight.ToString(); message.Text += ":w:" + rawImage.PixelWidth.ToString(); //Finally set the Image back MyImage.Source = wb; MyImage.Width = destWidth; MyImage.Height = destHeight; The code above only needs to rotate by 90° at this time so I'm just setting destWidth and destHeight to the height and width of the original image.

    Read the article

  • App freezing after lunch without any Error on Iphone Simulator?

    - by Meko
    HI.I am using CoreData on my UITable to show some records.It works when I first run.But if I run my app on simulator second time it shows up with data but then it stops.Sometimes it quits from app or it only froze and i cant click on table or tab bar. I looked also on Console but I thought there is no error.Here output from console The Debugger has exited with status 0. [Session started at 2010-03-30 00:22:06 +0300.] 2010-03-30 00:22:08.660 Paparazzi2[3556:207] Creating Photo: Urban disaster 2010-03-30 00:22:08.661 Paparazzi2[3556:207] Person is: Josh 2010-03-30 00:22:08.665 Paparazzi2[3556:207] Person is: Josh 2010-03-30 00:22:08.665 Paparazzi2[3556:207] -- Person Exists : Josh-- 2010-03-30 00:22:08.719 Paparazzi2[3556:207] Creating Photo: Concrete pitch forks 2010-03-30 00:22:08.719 Paparazzi2[3556:207] Person is: Josh 2010-03-30 00:22:08.721 Paparazzi2[3556:207] Person is: Josh 2010-03-30 00:22:08.721 Paparazzi2[3556:207] -- Person Exists : Josh-- 2010-03-30 00:22:08.727 Paparazzi2[3556:207] Creating Photo: Leaves on fire 2010-03-30 00:22:08.728 Paparazzi2[3556:207] Person is: Al 2010-03-30 00:22:08.734 Paparazzi2[3556:207] Person is: Al 2010-03-30 00:22:08.734 Paparazzi2[3556:207] -- Person Exists : Al-- [Session started at 2010-03-30 00:22:08 +0300.] GNU gdb 6.3.50-20050815 (Apple version gdb-967) (Tue Jul 14 02:11:58 UTC 2009) Copyright 2004 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i386-apple-darwin".sharedlibrary apply-load-rules all Attaching to process 3556. (gdb)

    Read the article

  • How do i rotate a CALayer around a diagonal line?

    - by Mattias Wadman
    Hi. I'm trying to implement a flip animation to be used in board game like iPhone-application. The animation is supposed to look like a game piece that rotates and changes to the color of its back (kind of like an Reversi piece). I've managed to create an animation that flips the piece around its orthogonal axis, but when I try to flip it around a diagonal axis by changing the rotation around the z-axis the actual image also gets rotated (not surprisingly). Instead I would like to rotate the image "as is" around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is my current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

    Read the article

  • Progressive download using Matt Gallagher's audio streamer

    - by Fernando Valente
    I'm a completely n00b when talking about audio. I'm using Matt Gallagher's audio streamer on my radio app. How may I use progressive download? Also, ExtAudioFile is a good idea too :) Edit: Used this: length = CFReadStreamRead(stream, bytes, kAQDefaultBufSize); if(!data) data =[[NSMutableData alloc] initWithLength:0]; [data appendData:[NSData dataWithBytes:bytes length:kAQDefaultBufSize]]; Now I can save the audio data using writeToFile:atomically: NSData method, but the audio won't play. Also, if I try to load it on a AVAudioPlayer, I get an error.

    Read the article

  • iPhone hitTest broken after rotation

    - by Adam
    Hi all, I have a UIView that contains a number of CALayer subclasses. I am using the following code to detect which layer a touch event corresponds to: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint touchPoint = [touch locationInView:self]; NSLog(@"%@,%@",NSStringFromCGPoint(point),[self.layer hitTest:point].name); } This works fine until the device is rotated. When the device is rotated all current layers are removed from the superlayer, and new CALayers are created to fit the new orientation. The new layers are correctly inserted and viewable in the correct orientation. After the rotation the hitTest method consistently returns nil when clearly clicking on the newly created layers and registers for locations of layers which are incorrect. The coordinates of the hit test are correct, but no layers are found. Am I missing a function call or something after handling the rotation? Cheers, Adam

    Read the article

  • Turn a page (a UIWebView) with an animation

    - by Stefan
    Hi, I have a webview, which shows the pages of a ebook. I want to switch from one page to the next page with a page curl animation. By now, I'm know how to switch the page and how to apply a page curl animation on the webview. But how do I apply the curl animation in a way that it looks like flipping from one page to another?

    Read the article

  • How can I encrypt CoreData contents on an iPhone

    - by James A. Rosen
    I have some information I'd like to store statically encrypted on an iPhone application. I'm new to iPhone development, some I'm not terribly familiar with CoreData and how it integrates with the views. I have the data as JSON, though I can easily put it into a SQLITE3 database or any other backing data format. I'll take whatever is easiest (a) to encrypt and (b) to integrate with the iPhone view layer. The user will need to enter the password to decrypt the data each time the app is launched. The purpose of the encryption is to keep the data from being accessible if the user loses the phone. For speed reasons, I would prefer to encrypt and decrypt the entire file at once rather than encrypting each individual field in each row of the database. Note: this isn't the same idea as Question 929744, in which the purpose is to keep the user from messing with or seeing the data. The data should be perfectly transparent when in use. Also note: I'm willing to use SQLCipher to store the data, but would prefer to use things that already exist on the iPhone/CoreData framework rather than go through the lengthy build/integration process involved.

    Read the article

  • Does it make sense to use a NSFetchedResultsController without an UITableViewController? How are the

    - by dontWatchMyProfile
    I mean... could I also just create a plain old UIViewController and then set up a UITableView myself, plus an NSFetchedResultsController? How much do UITableViewController and NSFetchedResultsController interact with eachother? As far as I see it, UITableViewController is NOT by default already adopting the NSFetchedResultsControllerDelegate protocol. It almost looks like if UITableViewController has been developed without knowing about NSFetchedResultsController. Probably they even did that before developing FRC. Anyways, just a raw guess because the UITableViewController lacks of mentioning FRC at all. So the only thing I see in UITableViewController is that it is already the delegate for a UITableView by adopting the protocol, and it sets up the UITableView instance for me and assigns it internally to it's tableView property. Is that the whole magic of UITableViewController? (note: the nsfetchedresultscontrolle tag is not a typo. SO has a limit for the num of chars...too bad for that missing r, that's why I avoided this tag in my other buch of questions like the plague)

    Read the article

  • Pixel Perfect Collision Detection in HTML5 Canvas

    - by Armin Ronacher
    Hi, I want to check a collision between two Sprites in HTML5 canvas. So for the sake of the discussion, let's assume that both sprites are IMG objects and a collision means that the alpha channel is not 0. Now both of these sprites can have a rotation around the object's center but no other transformation in case this makes this any easier. Now the obvious solution I came up with would be this: calculate the transformation matrix for both figure out a rough estimation of the area where the code should test (like offset of both + calculated extra space for the rotation) for all the pixels in the intersecting rectangle, transform the coordinate and test the image at the calculated position (rounded to nearest neighbor) for the alpha channel. Then abort on first hit. The problem I see with that is that a) there are no matrix classes in JavaScript which means I have to do that in JavaScript which could be quite slow, I have to test for collisions every frame which makes this pretty expensive. Furthermore I have to replicate something I already have to do on drawing (or what canvas does for me, setting up the matrices). I wonder if I'm missing anything here and if there is an easier solution for collision detection.

    Read the article

  • Reverse geocode without using MKReverseGeocoder

    - by SpH1nX
    Hi guys, I'm trying to detect current user address using MKReverseGeocoder passing coordinates obtained via CLLocation class. Reading MKReverseGeocoder Class Reference I noticed that The Google terms of service require that the reverse geocoding service be used in conjunction with a Google map; take this into account when designing your application's user interface. so I'm wondering if (and eventually how) can I reverse geocode user current location on iPhone OS SDK 3.1.3. I thought using Google Maps API but the EULA has the same obligation. Yahoo Maps API is even worse and Microsoft one aren't free.

    Read the article

  • Animating a CALayer's mask size change

    - by Alexander Repty
    I have a UIView subclass which uses a CAShapeLayer mask on its CALayer. The mask uses a distinct shape, with three rounded corners and a cut out rectangle in the remaining corner. When I resize my UIView using a standard animation block, the UIView itself and its CALayer resize just fine. The mask, however, is applied instantly, which leads to some drawing issues. I've tried animating the mask's resizing using a CABasicAnimation but didn't have any luck getting the resizing animated. Can I somehow achieve an animated resizing effect on the mask? Do I need to get rid of the mask, or will I have to change something about the way I currently draw the mask (using - (void)drawInContext:(CGContextRef)ctx). Cheers, Alex

    Read the article

  • Rotate a CALayer when it reaches a certain position

    - by jbrennan
    I've got a CALayer with two CAKeyframeAnimations added to it. One is for @"transform" and the other is for @"position". I am rotating the layer and translating it with these two animations. I am wondering, is there a way I can set the keyframes to happen at the same time? I want to have a keyframe for rotation at the exact time my layer has reached a certain (x, y) position. How is this possible?

    Read the article

  • CGBitmapContextCreate: unsupported parameter combination

    - by tarmes
    I'm getting this error when creating a bitmap context: CGBitmapContextCreate: unsupported parameter combination: 8 integer bits/component; 24 bits/pixel; 3-component color space; kCGImageAlphaNone; 7936 bytes/row. Here's the code (note that the context is based on the parameters of an existing CGImage: context = CGBitmapContextCreate(NULL, (int)pi.bufferSizeRequired.width, (int)pi.bufferSizeRequired.height, CGImageGetBitsPerComponent(imageRef), 0, CGImageGetColorSpace(imageRef), CGImageGetBitmapInfo(imageRef)); Width is 2626, height is 3981. I've leaving bytesPerRow at zero so that it gets calculated automatically for me, and it's chosen 7936 of its own accord. So, where on Earth is the inconsistency? It's driving me nuts.

    Read the article

  • "Beveled" Shapes in Quartz 2D

    - by Shaggy Frog
    I'm familiar with some of the basics of Quartz 2D drawing, like drawing basic shapes and gradients and so on, but I'm not sure how to draw a shape with a "beveled" look, like this: Essentially we've got a shine on one corner, and maybe some shading in the opposite corner. I think -- I didn't make this image, although I'd like to be able to approximate it. Any ideas? This is on the iPhone, and I'd like to use built-in frameworks and avoid any external libraries if at all possible.

    Read the article

  • Failed to save to data store: The operation couldn’t be completed. (Cocoa error 133020.)

    - by poslinski.net
    I am working on quite complex app with huge sync procedure beetwen iphone and web server. I have no troubles with adding records, until I run sync procedure in separete thread, and It will update data on serwer, and send them back to iphone. But after this procedure, inserting new data cause error, such as this: 2011-01-07 12:49:10.722 App[1987:207] Failed to save to data store: The operation couldn’t be completed. (Cocoa error 133020.) 2011-01-07 12:49:10.724 App[1987:207] { conflictList = ( "NSMergeConflict (0x5ac1ea0) for NSManagedObject (0x5a2d710) with objectID '0x5a27080 <x-coredata://E82E75ED-96DB-4CBF-9D15-9CC106AC0052/uzytkownicy/p10>' with oldVersion = 9 and newVersion = 21 and old object snapshot = {\n adres = \"<null>\";\n haslo = xxxxxxxxxxxxxxxxxxxxxx;\n \"id_uzytkownika\" = 3;\n imie = Jan;\n \"kod_jednorazowy\" = 0;\n komorka = \"<null>\";\n login = nowakjan;\n nazwisko = Nowak;\n pesel = 0;\n rodzaj = 2;\n \"stan_konta\" = 0;\n telefon = \"<null>\";\n \"uzytkownicy_uczniowie\" = \"<null>\";\n \"zmienna_losowa\" = 8G9e1;\n} and new cached row = {\n adres = \"<null>\";\n haslo = xxxxxxxxxxxxxxxxxxxxxx;\n \"id_uzytkownika\" = 3;\n imie = Jan;\n \"kod_jednorazowy\" = 0;\n komorka = \"<null>\";\n login = nowakjan;\n nazwisko = Nowak;\n pesel = 0;\n rodzaj = 2;\n \"stan_konta\" = 0;\n telefon = \"<null>\";\n \"uzytkownicy_uczniowie\" = \"<null>\";\n \"zmienna_losowa\" = 8G9e1;\n}", "NSMergeConflict (0xd266990) for NSManagedObject (0xcd05950) with objectID '0x5a453b0 <x-coredata://E82E75ED-96DB-4CBF-9D15-9CC106AC0052/uczniowie/p125>' with oldVersion = 5 and newVersion = 10 and old object snapshot = {\n adres = \"Warszawa; ul. Lwowska 32\";\n \"data_urodzenia\" = \"1997-02-01 23:00:00 +0000\";\n dysfunkcje = \"\";\n email = \"<null>\";\n frekwencja = 0;\n \"id_ucznia\" = 86;\n imie2 = Marian;\n \"imie_ucznia\" = \"S\\U0142awomir\";\n klasa = \"0x5a47820 <x-coredata://E82E75ED-96DB-4CBF-9D15-9CC106AC0052/zespoly/p9>\";\n komorka = \"<null>\";\n \"miejsce_urodzenia\" = Warszawa;\n \"nazwisko_ucznia\" = \"S\\U0142awek\";\n \"numer_ewidencyjny\" = 20;\n opiekun1 = \"Mariusz S\\U0142awek\";\n opiekun2 = \" \";\n pesel = 97020298919;\n plec = 1;\n telefon = 890000002;\n \"uzytkownicy_uczniowie\" = \"<null>\";\n \"web_klasa\" = 50;\n} and new cached row = {\n adres = \"Warszawa; ul. Lwowska 32\";\n \"data_urodzenia\" = \"1997-02-01 23:00:00 +0000\";\n dysfunkcje = \"\";\n email = \"<null>\";\n frekwencja = 0;\n \"id_ucznia\" = 86;\n imie2 = Marian;\n \"imie_ucznia\" = \"S\\U0142awomir\";\n klasa = \"0x5a8e7c0 <x-coredata://E82E75ED-96DB-4CBF-9D15-9CC106AC0052/zespoly/p9>\";\n komorka = \"<null>\";\n \"miejsce_urodzenia\" = Warszawa;\n \"nazwisko_ucznia\" = \"S\\U0142awek\";\n \"numer_ewidencyjny\" = 20;\n opiekun1 = \"Mariusz S\\U0142awek\";\n opiekun2 = \" \";\n pesel = 97020298919;\n plec = 1;\n telefon = 890000002;\n \"uzytkownicy_uczniowie\" = \"<null>\";\n \"web_klasa\" = 50;\n}", "NSMergeConflict (0xd2669b0) for NSManagedObject (0x5a44480) with objectID '0x5a47830 <x-coredata://E82E75ED-96DB-4CBF-9D15-9CC106AC0052/przedmioty/p12>' with oldVersion = 7 and newVersion = 15 and old object snapshot = {\n \"id_przedmiotu\" = 1;\n \"nazwa_przedmiotu\" = Historia;\n \"skrot_nazwy\" = Hist;\n} and new cached row = {\n \"id_przedmiotu\" = 1;\n \"nazwa_przedmiotu\" = Historia;\n \"skrot_nazwy\" = Hist;\n}" ); } I've been looking for any solution but without luck. Thank You in advance for any usefull help.

    Read the article

  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

    Read the article

< Previous Page | 108 109 110 111 112 113 114 115 116 117 118 119  | Next Page >