Ah, I figured out what was going wrong with the scrolling manager. I was overriding the original width/height properties in the director, so the scrolling manager was instantiating with the correct height and width, however as soon as I was calling the run() function on the director, it immediately dispatched an on_resize event because the full screen window assumes my desktop resolution, which is 1600x1200. This propagates to the scrolling manager, and the width and height are set to my desktop resolution. I was subclassing the scrolling manager already, so I overrode the on_resize event to do nothing and that fixed the problem. It now scrolls correctly within the low resolution "screen" which the viewport is then scaling up to the full screen resolution, filtered or not depending on your mood. Also, I noticed that the scrolling manager has a viewport parameter in the constructor, so I passed the fixed resolution viewport object to it as well, so it doesn't even go to the director for the height and width anyway. I think I'm in business. :)
On May 18, 2:27 pm, Dorkmaster Flek <[email protected]> wrote: > Thanks for the info Devon. I'm using separate 8x8 pixel images for my > tileset though, so I don't think that's the issue. It could be the > filtering when scaling up after resizing the window. I'll see what > happens when I apply the different texture filtering. > > On May 18, 2:07 pm, devon <[email protected]> wrote: > > > > > 0.3.1 beta should have the changes. > > > If the filtering is creating the grid, and you like it better non- > > filtered you can also turn off the filtering by applying something > > like this to all the textures you are using (all the sprite's texture > > members in the tilesheet): > > > def texture_set_mag_filter_nearest( texture ): > > glBindTexture( texture.target, texture.id ) > > glTexParameteri( texture.target, GL_TEXTURE_MAG_FILTER, > > GL_NEAREST ) > > glBindTexture( texture.target, 0 ) > > > The grid-like effect is probably because it's sampling adjacent tiles > > to interpolate the edges (if you're using a tilesheet as opposed to > > separate images), adding a 1-2px empty/alpha padding around tiles > > should solve that, but you will have to adjust the offsets in the > > tiles xml. > > > On May 18, 12:42 pm, Dorkmaster Flek <[email protected]> wrote: > > > > Ah, I'm using the 0.3.1 beta but I could give the SVN version a try. > > > I had initially tried a resizable window like you suggest before > > > attempting this whole viewport idea. The problem I encountered there > > > was that when I resized the window, I would get this weird grid-like > > > effect around all my tiles. In order to stop that, I used the > > > "do_not_scale" flag, but obviously then it doesn't scale at all. > > > Also, the viewport example can scale without actually filtering so it > > > looks purposely pixelated, which is also cool. > > > > P.S. I just noticed you guys added a parallax argument to the > > > ScrollingLayer class in the 0.3.1 beta, which is awesome. Granted, > > > it's really simple to do, but now I don't have to do it myself. :) > > > > On May 18, 1:10 pm, devon <[email protected]> wrote: > > > > > Are you using the svn cocos or 0.3? There were some fixes to the > > > > scrolling manager in svn as well as some aspect ratio fixes when you > > > > resize the window. > > > > > Also, I'm not entirely sure what you are trying to do. If you just > > > > want a low res pixel art game you can set the initial resolution low > > > > and it will stretch it to fill the screen when you go to fullscreen or > > > > resize the window. > > > > > director.director.init( width=320, height=240, resizable=True ) > > > > > On May 18, 8:29 am, Dorkmaster Flek <[email protected]> wrote: > > > > > > Actually, I tried to handle that by replacing the original height/ > > > > > width in the director, and the scrolling manager rendered the correct > > > > > area of the tiled map, however it doesn't actually scroll correctly. > > > > > It behaves as if I started with a window of my target size, but I > > > > > resized the window to my screen size. The view_h and view_w > > > > > properties of my scrolling manager are set to my target resolution > > > > > when it is initialized, so there must be something else deeper > > > > > inside. I'll take a look around when I get home and see what I can > > > > > find; I'm at work right now. It seems I'm on the right track, I just > > > > > need to get the scrolling manager working entirely with the target > > > > > resolution. > > > > > > One other question though; The overriding of the director's on_draw > > > > > method seems ugly to me. Is there a clean way to subclass the > > > > > director to make my adjustments in that fashion? The issue being that > > > > > the director is already instantiated when you import the module. If I > > > > > replace director.director with an instance of my subclass, will the > > > > > other modules pick it up? > > > > > > -- > > > > > You received this message because you are subscribed to the Google > > > > > Groups "cocos2d discuss" group. > > > > > To post to this group, send email to [email protected]. > > > > > To unsubscribe from this group, send email to > > > > > [email protected]. > > > > > For more options, visit this group > > > > > athttp://groups.google.com/group/cocos-discuss?hl=en. > > > > > -- > > > > You received this message because you are subscribed to the Google > > > > Groups "cocos2d discuss" group. > > > > To post to this group, send email to [email protected]. > > > > To unsubscribe from this group, send email to > > > > [email protected]. > > > > For more options, visit this group > > > > athttp://groups.google.com/group/cocos-discuss?hl=en. > > > > -- > > > You received this message because you are subscribed to the Google Groups > > > "cocos2d discuss" group. > > > To post to this group, send email to [email protected]. > > > To unsubscribe from this group, send email to > > > [email protected]. > > > For more options, visit this group > > > athttp://groups.google.com/group/cocos-discuss?hl=en. > > > -- > > You received this message because you are subscribed to the Google Groups > > "cocos2d discuss" group. > > To post to this group, send email to [email protected]. > > To unsubscribe from this group, send email to > > [email protected]. > > For more options, visit this group > > athttp://groups.google.com/group/cocos-discuss?hl=en. > > -- > You received this message because you are subscribed to the Google Groups > "cocos2d discuss" group. > To post to this group, send email to [email protected]. > To unsubscribe from this group, send email to > [email protected]. > For more options, visit this group > athttp://groups.google.com/group/cocos-discuss?hl=en. -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. 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