luisdemarchi

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About luisdemarchi

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    luisdemarchi
  1. Could tell which is more "costly" for the system? a) Create 3 canvas. 1 with everything is fixed, one with the image that allows drag and 1 with the chronometer. b ) Staying giving "update" at all to update the chronometer and when the image drag. I speak Portuguese-Brazilian. Translated by Google.
  2. On my screen I have 10 images and 6 texts. I know that every time you call "stage.update()" is redesigned view screen. I have only two objects that need constant "stage.update ()". The first is a chronometer that needs every second to update a text and the second is an image that can be dragged around the screen. How do I create a "stage.update ()" exclusively for the object? ---- attempts: 1) I made an array of "stage" for a single canvas: canvas = document.getElementsByTagName ('canvas') [0]; stage['full'] = new createjs.Stage(canvas); stage['chronometer'] = new createjs.Stage(canvas); The problem that when executed, one deleted another : stage ['full']. update (); stage ['chronometer']. update (); 2) I tried to create Container. containerTest = new createjs.Container(); stage.addChild(containerTest); Problem? Could not update only what is in the container.
  3. I have 10 PNG images with transparency in project. Only 2 images showed this problem. If you look where the black appears on screen is not exactly transparent in all area of the images. The original images were designed to 2048x1200 and this tablet has exactly half (1024x600). PS: I just run on an Android Galaxy Si - Adsence and these did not appear black. (however this also with the distorted images with pixels as in the other topic). APP.canvas = document.getElementsByTagName('canvas')[0];APP.stage = new createjs.Stage(APP.canvas);APP.chronometer = new createjs.Bitmap(chronometerBitmapTemp);APP.stage.addChild(APP.chronometer);APP.chronometer.scaleX = APP.chronometer.scaleY = 0.2723494APP.chronometer.x=10;APP.chronometer.y=30;
  4. I have many problems with HTML 5 for mobile. See photo (same photo) when I'm running on an Android tablet HTML and side as compared running in a browser on mac. http://img545.imageshack.us/img545/562/brdr.png Note that black and white lines appear in the image into the Android Tablet. I'm using the library CreateJS to generate images. In the image the only thing I do is to change x, y, scaleX and scaleY. PS: The images are in PNG transparent.
  5. The problem in this scale. I left the original image width 548pixeis. 1) I applied the scale to decrease more: spoiled.2) I kept unscaled (original) and was perfect. What do I do? I'll have to load various image sizes?
  6. Using createjs: Putting a scale to "shrink" the image is leaving it unconfigured. Look: http://img534.imageshack.us/img534/8790/f9i0.png -- I am creating my first educational game with HTML5. I made all the images to a screen of 2024x1200. So I created a canvas "full screen" and do the famous rule of three to discover the new image scale. Width Screen Original: 2024 pixels Image Original: 1000 pixels Screen Actual: 548 pixels Image View:? pixels new width = 548 * 1000/2024; Image scale = new width / original image; Result: http://img534.imageshack.us/img534/8790/f9i0.png APP.mapMain = new createjs.Bitmap(mapMainBitmapTemp); APP.stage.addChild(APP.mapMain); APP.mapMain.x=0; APP.mapMain.y=10; APP.mapMain.scaleY= 0.27734375; APP.mapMain.scaleX= 0.27734375;