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dynamic size of sprite
Started by equesyova Sep 04 2018 07:53 AM

4 replies to this topic
sprite display size
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#1

equesyova

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equesyova
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How does one have a sprite resize automatically to a certain size no matter what the sizes on the imageSheet are?

 

I know how to do it with an image:

Using display.newImageRect( [parent,] filename, [baseDir,] width, height ), one gives the width and the height. So whatever image (filename) size is used, it is resized automatically to the correct size.

 

But:

Using display.newSprite( [parent,] imageSheet, sequenceData ), I have not found how to do the same thing. The actual size of the images on the imageSheet is displayed no matter what I try.

 



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#2

XeduR @Spyric

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XeduR @Spyric
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I'm not 100% sure I understand what you mean. Also, you accidentally created two threads for this topic.

With newSprite, the sprite receives its width and height from the associated image sheet's configuration table. You can read about it in the documentation: https://docs.coronalabs.com/api/library/graphics/newImageSheet.html.

If you want to resize the sprite, then you need to either insert a different sized image in the image sheet, or scale the sprite using scale() or xScale and yScale.

 



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#3

Rob Miracle

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Rob Miracle
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I removed the duplicate thread.

 

Rob



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#4

equesyova

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equesyova
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Great. Thank you and sorry about the duplicate thread.



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#5

equesyova

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equesyova
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Still having trouble with this. The board I am using can be resized depending on the chosen number of rows and columns. So images and imageSheet need to be automatically scaled.

 

On line 410, I xScale the imageSheet. It works.

 

Then I use a touch event, and on line 430 (phase "began), I xScale it again (otherwise it goes back to original size when touched). As long as the piece is touched, it works.

 

Then when phase is "moved", I have to xScale it again on line 437.

 

However when I let go, the piece goes to the imageSheet size which I do not want. I have not found how to change that.


  function board:newSprite(r,c,id)

    if board.piece == nil then board.piece = {} end

    local pieces = board.piece
    local nextPiece = #pieces+1

    -- imageSheet options
    local options =
    {
        width = 82,
        height = 82,
        numFrames = 10,
        --optional parameters; used for scaled content support
        sheetContentWidth = 820,  -- width of original 1x size of entire sheet
        sheetContentHeight = 82,   -- height of original 1x size of entire sheet
    }

    local blueBallSheet = graphics.newImageSheet( subDirSprite .. sprites[1], options )

    local sequenceData =
    {
        name="firing",
        start=1, -- optional, not needed if starts from 1
        count=10, -- optional, not needed if goes to the end of the sprite sheet
        time=1500,
        loopCount = 3,   -- Optional ; default is 0 (loop indefinitely)
        loopDirection = "bounce"    -- Optional ; values include "forward" or "bounce"
    }
 
      pieces[nextPiece] = display.newSprite(self, blueBallSheet, sequenceData )

      -- piece position
      pieces[nextPiece].x, pieces[nextPiece].y = c*width, r*height

      pieces[nextPiece].xScale = 3

      -- local copy of piece just created
      local currentPiece = pieces[nextPiece]
      currentPiece.id = nextPiece
      currentPiece.r,currentPiece.c = r,c

      function currentPiece:touch( event )

        if not self.moving and board.status == "idle" and event.phase == "began" then
          -- first we set the focus on the object (currentPiece)
          display.getCurrentStage():setFocus( self, event.id )
          -- Moves the target object to the visual front of its parent group (object.parent).
          self:toFront()
          self.isFocus = true
          self.isMoving = true
          -- then we store the original x and y position of currentPiece
          self.markX = self.x
          self.markY = self.y

          self.xScale = 3
          self:play()

        elseif self.isFocus then

          if event.phase == "moved" then

            self.xScale = 3

            -- dx is the distance from the touch x to let go of x (from xStart to x)
            local dx, dy = abs(event.x - event.xStart), abs(event.y - event.yStart)
            -- declaration left-right, up-down
            local lr, ud = false, false
 
            -- check if moved more left-right (lr) or up-down (ud) and keep that one.
            if dx > 16 or dy > 16 then
              if dx > dy then lr = true end
              if dy > dx then ud = true end
            end
 
            -- get the new coordinates while moving, continuous new x is original x (markX) + distance moved
            self.x = event.x - event.xStart + self.markX
            self.y = event.y - event.yStart + self.markY
 
            -- depending if ud or lr, do not change x or y (move only in one direction)
            if ud then self.x = self.markX end
            if lr then self.y = self.markY end
            -- only allow moving a single space
            if self.x < self.markX - width then self.x = self.markX - width end
            if self.x > self.markX + width then self.x = self.markX + width end
            if self.y < self.markY - height then self.y = self.markY - height end
            if self.y > self.markY + height then self.y = self.markY + height end
 
          elseif event.phase == "ended" or event.phase == "cancelled" then
 
            -- is there a new piece under where we let go?
            local lx = (self.contentBounds.xMin + self.contentBounds.xMax) * 0.5
            local ly = (self.contentBounds.yMin + self.contentBounds.yMax) * 0.5
 
            local pieceToSwap = board:findUnderPiece(lx,ly,self.id)
 
            -- keep from double touches (called every time there is a swap)
            local function checkMatches()
              if pieceToSwap then pieceToSwap.moving = false end
              self.moving = false
              board:detectMatch()
            end
 
            local function noMove()
              self.moving = false
            end
 
            if pieceToSwap then
              -- keep from double touches
              pieceToSwap.moving = true
              -- swap row and column
              pieceToSwap.r, self.r = self.r, pieceToSwap.r
              pieceToSwap.c, self.c = self.c, pieceToSwap.c
              -- moves the touched piece onto the new square
              transition.to(self, { tag="board", time = 250, xScale = 1, yScale = 1, x = pieceToSwap.x, y = pieceToSwap.y, transition = easing.outBounce, onComplete = checkMatches } )
              -- moves the under piece to touched piece square
              transition.to(pieceToSwap, { tag="board", time = 250, x = self.markX, y = self.markY, transition = easing.outBounce } )
            else
              -- if no swap (let go on same square), transition back to same square
              transition.to(self, { tag="board", time = 333, xScale = 1, yScale = 1, x = self.markX, y = self.markY, transition = easing.outBounce, onComplete = noMove }  )
            end
 
            -- we end the movement by removing the focus from the object
            display.getCurrentStage():setFocus( self, nil )
            self.isFocus = false
          end
        end
        -- return true so Corona knows that the touch event was handled propertly
        return true
      end
 
      -- finally, add an event listener to our piece to allow it to be dragged
      currentPiece:addEventListener( "touch" )
 
  end

 

 




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