![gideros if not gideros if not](https://image.slidesharecdn.com/giderosintroduction-120805110220-phpapp02/95/gideros-introduction-3-728.jpg)
#GIDEROS IF NOT CODE#
Now if you want to try this and do have the dancers.png image, then here's the code that you can use to test. The sample was run at 60fps and it runs better.
![gideros if not gideros if not](http://forum.giderosmobile.com/uploads/editor/a9/ncj2mhm8p8zl.png)
![gideros if not gideros if not](https://foto.sondakika.com/haber/2012/07/03/amozonlarin-yasadigi-gideros-kesfedilmeyi-bek-2-3755778_osd.jpg)
![gideros if not gideros if not](https://image.slidesharecdn.com/giderosacademy101giderosstudio-111014155254-phpapp01/95/gideros-studio-features-and-benefits-5-728.jpg)
#GIDEROS IF NOT TRIAL#
If you need this, you can download the trial version and get the image from the directory mentioned above. So for the purpose of testing the image has been used. Now nothing can benchmark unless we try the same image and see how it performs on another framework. The sample demonstrates that the sample runs displaying these animations at 30 fps. The image is copyright of CoronaLabs, or atleast it is available in the SampleCode/Sprites/SpriteTiles directory. Now this is a drab dry way to look at things, why do we not have a look at it visually? Local region = TextureRegion.new(texture, 0, 0, 30, 50) We simply change the TextureRegion and thereby the Bitmap is now rendered with a new section of the texture which to us is the new image. So when you load a new instance with the same texture, it is already in memory. These textures are used for rendering and are often cached in memory. OK, every image that we load, the png is basically called a texture as far as OpenGL is concerned. What we can now do is move this window to a new location on the spritesheet and also modify the dimensions of this window, so the Bitmap now changes to a new image (if on the same texture) Think of the TextureRegion as a window or a mask through which you can see the spritesheet, because the window is smaller than the spritesheet, it will display only a portion of the spritesheet. The new API that's added to Gideros 2012.8.2 is the ability to alter the bitmap's texture. Local sprite = Bitmap.new(TextureRegion.new(texture, 10,5, 30, 50))Īssuming that you have a sprite sheet from which you want to pick up the image starting at 10, 5 and of dimensions 30 (wd) x 50 (ht) and if you wanted to change this image, same issue and the same two options as above. Local texture = Texture.new("spritesheet1.png") so if we wanted to pick a sprite from a spritesheet, When you want to load a portion of an image, more so like a region, Gideros offers us the TextureRegion.new API function. Note: There is however functionality called MovieClips, this can act like a tween for sprites if you want to create a frame based movement animation, you can also create frame by frame animation by setting a new image/sprite for each frame and then setting it to repeat. This is true for any of the other Lua based frameworks too, that's how it works. While both these work, as a developer I would expect that I do not have to do all this juggling. Image1 = Bitmap.new(Texture.new("image2.png")) We remove the object and create a new object in its place with the new image. Local image2 = Bitmap.new(Texture.new("image2.png"))Ģ. Local image1 = Bitmap.new(Texture.new("image1.png")) When we hide image1, we showimage2, that gives us the illusion of having changed the image. We create two bitmaps and hide toggle the visibility of each while showing the images. How do we replace this image with a new bitmap?ġ. Local image = Bitmap.new(Texture.new("myimage.png"))
#GIDEROS IF NOT HOW TO#
The new release of Gideros 2012.8.2 has brought an innovative way to manage bitmaps and as a result of that, sprites and animations are going to be waaaaaaay faster.įirst, let us look at how to create an image with Gideros. The lack of animation and the performance both can be detrimental for the application's success. Sprites and Animation are one of the most important aspects of a Game.