Difference between revisions of "Texture"

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__NOTOC__
 
__NOTOC__
 
<!-- GIDEROSOBJ:Texture -->
 
<!-- GIDEROSOBJ:Texture -->
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]]<br/>
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'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
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'''Available since:''' Gideros 2011.6<br/>
'''<translate>Inherits from</translate>:''' [[Special:MyLanguage/TextureBase|TextureBase]]<br/>
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'''Inherits from:''' [[TextureBase]]<br/>
=== <translate>Description</translate> ===
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<translate><br />
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=== Description ===
<br />
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The '''Texture''' class lets you work with textures in an application. The Texture class lets you create a new Texture object to load from an image file and display in scene tree.
The [[Special:MyLanguage/Texture|Texture]] class lets you work with textures in an application. The [[Special:MyLanguage/Texture|Texture]] class lets you create<br />
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a new [[Special:MyLanguage/Texture|Texture]] object to load from an image file and display in scene tree.<br />
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=== Example ===
<br /></translate>
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<syntaxhighlight lang="lua">
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-- TEXTURE REPEAT
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wall = Shape.new()
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local texture = Texture.new("gfx/enemy01.png", true, {wrap = TextureBase.REPEAT}) -- put your image.png
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wall:setFillStyle(Shape.TEXTURE, texture)
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wall:beginPath()
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wall:moveTo(0,0)
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wall:lineTo(150, 0)
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wall:lineTo(150, 150)
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wall:lineTo(0, 150)
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wall:closePath()
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wall:endPath()
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wall:setAnchorPoint(0.5, 0.5)
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wall:setPosition(128, 128)
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stage:addChild(wall)
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</syntaxhighlight>
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{|-
 
{|-
 
| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
=== <translate>Methods</translate> ===
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=== Methods ===
[[Special:MyLanguage/Texture.new|Texture.new]] ''<translate>creates a new Texture object</translate>''<br/><!-- GIDEROSMTD:Texture.new -->
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[[Texture.loadAsync]] ''asynchronously loads a texture from a file''<br/><!--GIDEROSMTD:Texture.loadAsync(callback,filename,filtering,options) asynchronously loads a texture from a file-->
[[Special:MyLanguage/Texture.new|Texture.new]] <br/><!-- GIDEROSMTD:Texture.new -->
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[[Texture.new]] ''creates a new Texture object from a file''<br/><!--GIDEROSMTD:Texture.new(filename,filtering,options) creates a new Texture object from a file-->
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[[Texture.new]] ''creates a new Texture object from a pixel array''<br/><!--GIDEROSMTD:Texture.new(pixels,width,height,filtering,options) creates a new Texture object from a pixel array-->
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| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
=== <translate>Events</translate> ===
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=== <translate>Constants</translate> ===
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=== Events ===
 +
=== Constants ===
 
|}
 
|}
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{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 14:34, 20 July 2024

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2011.6
Inherits from: TextureBase

Description

The Texture class lets you work with textures in an application. The Texture class lets you create a new Texture object to load from an image file and display in scene tree.

Example

-- TEXTURE REPEAT
wall = Shape.new()
local texture = Texture.new("gfx/enemy01.png", true, {wrap = TextureBase.REPEAT}) -- put your image.png
wall:setFillStyle(Shape.TEXTURE, texture)
wall:beginPath()
wall:moveTo(0,0)
wall:lineTo(150, 0)
wall:lineTo(150, 150)
wall:lineTo(0, 150)
wall:closePath()
wall:endPath()
wall:setAnchorPoint(0.5, 0.5)
wall:setPosition(128, 128)
stage:addChild(wall)

Methods

Texture.loadAsync asynchronously loads a texture from a file
Texture.new creates a new Texture object from a file
Texture.new creates a new Texture object from a pixel array

Events

Constants