<font color="red">New build : You can now specify the width/height of the container when loading the image. The refresh should also work better. The demo is updated !
Plugin : http://dl.dropbox.com/u/1412774/InjectImage/pode_injectImage.0.2.zip
.capx : http://dl.dropbox.com/u/1412774/InjectImage/InjectImage.0.2.capx
<font color="blue">Edit : added this info : you can also directly inject the URL of an image, instead of a base64 string !</font>
Since you can extract current Image (http://www.scirra.com/forum/behavior-extract-sprite-to-base64-string_topic50577.html), why not inject Image ? <img src="smileys/smiley1.gif" border="0" align="middle">
<img src="http://dl.dropbox.com/u/1412774/InjectImage/demo.png" border="0">
For the moment, you can inject base64 string, and it's going to replace the current Sprite image's texture.
.capx : http://dl.dropbox.com/u/1412774/InjectImage/InjectImage.capx
Plugin : http://dl.dropbox.com/u/1412774/InjectImage/pode_injectImage.0.1.zip
<font color="red">BEWARE !! The collision polygon used is stilll the one from the first Sprite ! So for the moment, if you use collisions, and want that everything goes smooth, keep injecting images of roughly the same shape !</font>
<font color="blue">If you don't use collisions, you don't care about that anyway <img src="smileys/smiley2.gif" border="0" align="middle"></font>
I'm going to provide a way to specify a new polygon in a new release...
Very cool. Now it's propable possible to save and load images in simple textfiles.. <img src="smileys/smiley17.gif" border="0" align="middle" />
There ya go, encapsulation. Ha ha, take that flash!
Just need a way to do that with sound, which I think is in the works.
Might see if Ashley could add a way to change the poly from the ide tho...
— thanks for pointing me to this plugin, it does what i need!!
Unable to load plugin in XXX: Found 'GetPluginSettings' global, but it is not a function.
This plugin will not be available in the editor.
EDIT: Disregard my ignorance.. I leave this in case somebody has the same problem. This is a Behavior not a plugin, so it goes in the behaviors folder!
I would like to say that this is the single most useful plugin for c2.
The way Pode handled this is pure genius and simply works. If you have a large application, especially for mobile this can turn c2 into a professional tool because it adds resource managment.
I offered a reward to Pode because it saved my project that I was about to throw away and convert to another framework, he's such a nice guy that he didn't accept anything.
Seriously guys this tools is a lifesaver, until Ashley write some sort of resource managment if you are developing for mobile this tools is compulsory for large projects and can drastically increase fps in slower phones.
Pode could you take a look at this ?
Wishy : I answered your post, and added the info to the original post of this thread.
Awesome man, thnx for the help !!!
When you get a moment, can you give an example capx of how to inject the URL of an image?
Pode I have a strange issue.
On iPad (and mind only on iPad) the plugin doesn't work. I load the image on an event and unless the user touch a part of the screen the image doesn't get injected. Do you have any idea about why this could happen? I think it's for the way I'm resizing the screen is this a possibility?
Pode I found the culprit for reasons unknown this never fires:
until the user touch the screen (and even then is unpredictable) do you know why? Is there any way to forse the loading?
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Mulkaccino : it's easy ! For example, in the demo I posted in the original post, you can, in one of the two textboxes, paste the URL of an image, and click on "Inject", and voil� !. <img src="smileys/smiley1.gif" border="0" align="middle" />
0plus1: it's strange. I didn't heard of any particular quirk or bug from the iOS Webkit build with the onload() event. I'm going to check that tomorrow. If it's a bug, I'm going to try a false 'click' event to resolve that.
Pode, don't worry about that because it's probably an issue with the simulator.
Instead, your plugin on both android/iphone when the aspect ration changes from the original one it fires an error in this line of the engine:
ctx.drawImage(cur_image, myx, myy, this.width, this.height);
do you have any idea of why?
0plus1: I suppose that when the ratio aspect changes, it invalidates the width/height values. I'm going to add a check before, to rewrite those values based on the new aspect ratio.