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Stephen Persson

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  1. It works, but I tried on a 640x480 image and it was prohibitively slow until it crashed. This is what I did: var image = [[[0, 0, 0], [0, 0, 0], [255, 255, 255], ..., [255, 255, 255], [255, 255, 255], [255, 255, 255]]];var bmd = game.make.bitmapData(game.width, game.height);for (var x = 0; x < image.length; x++) { for (var y = 0; y < image[x].length; y++) { bmd.setPixel(x, y, image[y][x][0], image[y][x][1], image[y][x][2]); }}bmd.addToWorld();setPixel uses putImageData. Is this ok?
  2. What's the right way to draw an image pixel by pixel with bitmapdata? Assuming I'm getting the data from a matrix. var image = [['rgb( 0, 0, 0)', 'rgb( 0, 0, 0)', 'rgb(255,255,255)', 'rgb( 0, 0, 0)', 'rgb( 0, 0, 0)'], ['rgb( 0, 0, 0)', 'rgb( 0, 0, 0)', 'rgb(255,255,255)', 'rgb( 0, 0, 0)', 'rgb( 0, 0, 0)'], ['rgb( 0, 0, 0)', 'rgb(255,255,255)', 'rgb(255,255,255)', 'rgb(255,255,255)', 'rgb( 0, 0, 0)'], ['rgb( 0, 0, 0)', 'rgb(255,255,255)', 'rgb(255,255,255)', 'rgb(255,255,255)', 'rgb( 0, 0, 0)'], ['rgb(255,255,2
  3. I'm using Phaser 2.3.0 and I want to know the bounds of a rotated sprite. But when I change sprite.rotation, the values of sprite.getBounds() don't change: var sprite = game.add.sprite(0, 0, "sprite"); // game.load.spritesheet("sprite", "spritesheet.png", 32, 32);console.log(sprite.getBounds()); // Object { x: 0, y: 0, width: 32, height: 32, type: 22 }sprite.rotation = 0.52; // 30┬░console.log(sprite.getBounds()); // Object { x: 0, y: 0, width: 32, height: 32, type: 22 }What's wrong?How can I get the correct bounds?
  4. Stephen Persson

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  5. It seems "real" was too vague. I don't want original data, I want the data from the visual result, after the changes. I edited that word and moved my explanation to the first post.
  6. When you rotate the sprite, getBounds()'s x/y/width/height don't change.
  7. I didn't find out how to skew a sprite, do you have an example? But negative scaling will screw it.
  8. I'd like to get the visual x/y/width/height of a sprite after scaling/skewing/rotating/anchoring it. Can I do that with Phaser? The case: If you flip horizontally a sprite that has {x: 100, y: 100, width: 64, height: 64}, what will your eyes see on the screen? {x: 36, y: 100, width: 64, height: 64}. That's what I'm looking for. However, Phaser tells you:{x: 100, y: 100, width: -64, height: 64}. No big deal, you just do a little math to fix it, kinda like you showed there. That is, if you only scale it. It gets more mathematical when you also change the anchor, and turns into a geometric ni
  9. That's a more logical approach than setting an higher index. Thank you for your consideration, Xeke.
  10. I want a sprite always in the front. Setting z to max didn't do it. What is needed?
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