<canvas> Go/Baduk/Weiqi Game Board
Date : March 29 2020, 07:55 AM
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Suitable model for a Checkers board game implemented in Canvas, with animations in mind
Date : March 29 2020, 07:55 AM
this will help I would suggest that for each from you first draw all the pieces that aren't moving, then draw the moving piece along some interpolated line from it's start to end position (given by time). To be honest, for something with this level of graphical complexity, I would stick with HTML/CSS/jQuery, using position: absolute images to represent the pieces. Then you could use jQuery's animate function to show the last piece moving from it's start to end position really easily (and with parameters like swing or linear to get the behaviour you want). e.g.: // Assumes pieces are objects with id and position properties
// and for each piece there is an image with id: piece.id
$('#'+piece.id).animate({
left: piece.position.x * board_scale,
top: piece.position.y * board_scale
});
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UIView animations in board game
Date : March 29 2020, 07:55 AM
This might help you Use a CAKeyframeAnimation on the view's layer, instead of using +[UIView animateWithDuration:...]. First, you may need to add the QuartzCore framework to your target. If you don't know how to do that, read How to "add existing frameworks" in Xcode 4? Also add #import to your app's .pch header file.CGPoint position = self.playerOneImage.layer.position;
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:position];
position.x += 50; [path addLineToPoint:position];
position.y += 100; [path addLineToPoint:position];
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
animation.duration = 1.0f;
animation.path = path.CGPath;
animation.calculationMode = kCAAnimationPaced;
// Important: you must actually set the layer's position!
// Otherwise the animation will put it back at the start
// when the animation ends. You should set the layer's
// final position, then add the animation.
self.playerOneImage.layer.position = position;
[self.playerOneImage.layer addAnimation:animation forKey:@"position"];
CGPoint position = self.playerOneImage.layer.position;
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:position];
position.x += 50; [path addLineToPoint:position];
position.y += 100; [path addLineToPoint:position];
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
animation.duration = 1.0f;
animation.path = path.CGPath;
animation.calculationMode = kCAAnimationPaced;
// Important: you must actually set the layer's position!
// Otherwise the animation will put it back at the start
// when the animation ends. You should set the layer's
// final position, then add the animation.
self.playerOneImage.layer.position = position;
[self.playerOneImage.layer addAnimation:animation forKey:@"position"];
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Multiple Canvas Board Game vs. Single Canvas
Date : March 29 2020, 07:55 AM
This might help you The most important thing is to find a balance and understand why you would use one canvas versus layered canvases. For a tic-tac-toe game only one is needed as there is nothing there that needs constantly updates. If would be easier to maintain as well. Event-driven (ie. nothing happens until you click/do something) games/apps such as this would typically not benefit from several layers.
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New to Reactjs, Building a Game of Life, but the old board is updating with the new board
Date : March 29 2020, 07:55 AM
hop of those help? In gameStep, you are changing this.state.board itself. I'd recommend using immutable structures, e.g. immutable.js. However, since you are only beginning, you can try cloning the state into newState using Object.assign - var newBoard = Object.assign({}, this.state.board);
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