OK looks like img.mirror() and img.subImage() can copy these functions 
well! So all working now.

ie, J2ME:

 gs.drawRegion(img, 
               rgRect[0], rgRect[1], rgRect[2], rgRect[3],
               Sprite.TRANS_MIRROR,
               posx-rgRect[4], posy-rgRect[5],
               Graphics.LEFT | Graphics.TOP );

can be done in cn1 as:

 img=img.subImage(rgRect[0], rgRect[1], rgRect[2], rgRect[3],true);
        img=img.mirror();
        gs.drawImage(img, posx-rgRect[4], posy-rgRect[5]);

Awesome.


On Monday, July 25, 2016 at 10:29:24 PM UTC+8, Gareth Murfin wrote:
>
> And I need graphics.copyArea() :-) looks like im gonna have to implement 
> some of these... got the port of the game working actually, its only the 
> flipped sprites missing!
>
> On Monday, July 25, 2016 at 10:17:59 PM UTC+8, Gareth Murfin wrote:
>>
>> Also interested in anyway to mimic "anchors" when doing a drawImage(), im 
>> basically porting old j2me canvas titles.
>>
>> On Monday, July 25, 2016 at 9:02:21 PM UTC+8, Gareth Murfin wrote:
>>>
>>> Fixed it, it was my own canvas logic. Also curious if there are any libs 
>>> around with things like drawRegion in the graphics class? And Sprite stuff 
>>> from old midp2 days and things for flipping sprites in code (TRANS_MIRROR)
>>>
>>> On Monday, July 25, 2016 at 8:21:32 PM UTC+8, Gareth Murfin wrote:
>>>>
>>>> ps DDragon extends Component and has an override for paintBackground
>>>>
>>>> On Monday, July 25, 2016 at 8:13:48 PM UTC+8, Gareth Murfin wrote:
>>>>>
>>>>> I am trying to port an old arcade game to codename one. I am using the 
>>>>> canvas and have something drawing, but I can only see it when Im 
>>>>> literally 
>>>>> resizing the emulator window, other than that it is white. Any ideas?? 
>>>>>
>>>>> Here is how I add my game to a form and keep it repainting:
>>>>>
>>>>> Form f = new Form("");
>>>>>             f.setLayout(new BorderLayout());      
>>>>>             DDragon game = new DDragon(null, new DDApp());     
>>>>>             f.add(BorderLayout.CENTER,game);
>>>>>         
>>>>>             new UITimer(new Runnable() {
>>>>>               public void run()
>>>>>               {              
>>>>>                   if (game!=null)
>>>>>                   {
>>>>>                        game.run();
>>>>>                        game.repaint();
>>>>>                   }
>>>>>                   else
>>>>>                   {
>>>>>                       System.out.println("game still null");
>>>>>                   }              
>>>>>                }
>>>>>            }).schedule(10, true, f);         
>>>>>             f.show();
>>>>>
>>>>

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