Gideros Studio just won't connect, due to sandboxing nature of Windows Store apps. After that you can unzip WindowsPhone player and deploy it using Windows Phone Application Deployment and selecting giderosgame.WindowsPhone_yy.mm.dd.0_arm.appxbundle.ĭue to Microsoft limitations, you can't run Windows Store app player on the same device as your Gideros Studio are. It comes with Visual Studio (Windows Phone SDK 8.1 folder), connect your Windows Phone using a USB cable and click Register. Run the program "Windows Phone Developer Registration (8.1)". To install the Windows Phone player on a Windows Phone you must first unlock you Windows Phone. To run project on Android device you need to install the GiderosAndroidPlayer.apk (comes with the installation) on your device. You need to be an approved Apple Developer for iOS and need to install the XCode with iOS SDK. To run project on IOS device you need to build and install the GiderosiOSPlayer XCode project (GiderosiOSPlayer.zip) comes with the installation. Stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)Īfter pressing start, you’ll have a nice ball moving around and bouncing from Local ball = Bitmap.new(Texture.new("ball.png")) Select “Add Existing Files…” to add your image files to the project.Īnd then write the code below: local background = Bitmap.new(Texture.new("field.png")) Then, right click the project name at Library and Now let’s add some images to our asset library. Now you see the output of your project at the “Output” panel. Press start button (or select “Player→Start” from main menu) to run the project: Your code and assets and then run the project. This means “Gideros Studio” connects to “Gideros Player” and ready to upload Now select “Player→Start Local Player” to start Gideros Player.Īfter “Gideros Player” opens, the start and stop icons become enabled. In “Gideos Player” and print “Hello Ball” to the console. Now double-click a and write print("Hello Ball")Īt the first part of this tutorial, we just want to run our code Right click the project name at Library and select “Add New File…” to add Here is our development environment where you create/manage assets and run Then create a new project from “File→New Project” menu. If you're using OpenGL rather than the graphics entities of CrSFML, you can still use SF::Texture as a wrapper around an OpenGL texture object and use it along with the rest of your OpenGL code.First open Gideros Studio. Try to keep this in mind when you create your animation sheets or your tilesets: Use as few textures as possible. Batching static geometry involves other classes and is therefore beyond the scope of this tutorial, for further details see the vertex array tutorial. Drawing many sprites that use the same texture will yield the best performance.Īdditionally, using a single texture allows you to group static geometry into a single entity (you can only use one texture per draw call), which will be much faster to draw than a set of many entities. Using as few textures as possible is a good strategy, and the reason is simple: Changing the current texture is an expensive operation for the graphics card. The importance of using as few textures as possible # Since transformation methods are common to all CrSFML entities, they are explained in a separate tutorial: Transforming entities. The full list is available in the API documentation.Īll these loading class methods have an optional argument, which can be used if you want to load a smaller part of the image. SFML supports most common image file formats. The pixels of an SF::Image stay in system memory, which ensures that operations on them will be as fast as possible, in contrast to the pixels of a texture which reside in video memory and are therefore slow to retrieve or update but very fast to draw. The latter loads the texture from an SF::Image, which is a utility class that helps store and manipulate image data (modify pixels, create transparency channel, etc.). You can also load an image file from memory ( from_memory), from a custom input stream ( from_stream), or from an image that has already been loaded ( from_image). If the message is unable to open file, make sure that the working directory (which is the directory that any file path will be interpreted relative to) is what you think it is. First, check the error message that SFML prints to the standard output (check the console). The from_file class method can sometimes fail with no obvious reason. Position, rotation, scale: transforming entities The importance of using as few textures as possibleĭesigning your own entities with vertex arrays
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