Friday, February 26, 2010
SICK. :/
10:45 AM - blegh. Sore throat, I'm sick! DOn't like it. May do some stuff today, depends on how things work out.
Wednesday, February 24, 2010
9:00 PM - 10:45 PM: Back from a small vacation! Got some much needed rest and time away from the
computer. I'm surprised sometimes that it really is rejuvenating. Go figure. =) Anyhow, did some looking aroudn and found out how to flip and mirror the CCLayer (CCNode really).
Links: here and here for some help with transforms and getting those down. Did I mention I'm not really a graphics programmer?
I did cheat and spend like 15 minutes on vacation to get the drawing port to be centered rather than on the side of the screen also. I also learned about RenderTexture, which is a pseudo-double buffered drawing screen. I need to use that instead of redrawing everything over and over directly.
computer. I'm surprised sometimes that it really is rejuvenating. Go figure. =) Anyhow, did some looking aroudn and found out how to flip and mirror the CCLayer (CCNode really).
Links: here and here for some help with transforms and getting those down. Did I mention I'm not really a graphics programmer?
I did cheat and spend like 15 minutes on vacation to get the drawing port to be centered rather than on the side of the screen also. I also learned about RenderTexture, which is a pseudo-double buffered drawing screen. I need to use that instead of redrawing everything over and over directly.
Friday, February 19, 2010
segments
8:00 AM-8:45 AM - Fixed up my drawing code so that it would have more segments. Changed the custom bezierPath to have each piece store how much it had drawn so that each segment can be redrawn individually. Currently we are drawing the lines inverted and mirrored? Odd. Upped the tick time to 1/60th of a second since that's the FPS we are shooting for here and adjusted the number of segments accordingly. I will have to recode some of this as well due to needing to know how many segments each line is broken up into rather than determining segments when each piece of the bezier path is loaded. This will allow for an overall timeline of 10ish seconds to draw the entire picture regardless of how many bezier path segments it has. Still lots of work to do just to get my lines!
Thursday, February 18, 2010
size 0,0
9:30-10:00 PM - Spent 20 minutes and figured out that my drawing object was size 0,0 and that's why I am not seeing any output. Doh. Also figured out that I need to draw every segment that should be drawn every time rather than only once. Guess that will be a change also.
Tuesday, February 16, 2010
The day after president's day
9:45 PM - after winding down from a regular work day and checking my email, now that it's almost 10 PM back to work! =) Someone on the apple forums helpfully suggested this link, which is fairly cryptic but should help break up the curves.
10:00 PM - 1:00 AM - implemented enough so that lines would theoretically work. The lines are now chunking according to the segment count we pass the lines. The drawing is theoretically happening also except that I can't seem to actually see any drawing happening. It's likely how I'm doing the drawing (I guess?). I'm sort of ignoring everything but lines right now since that's the easiest of what's happening. The code mostly works, tick: is getting called once a second to draw each segment and the segments appear to loop through ok. So definitely close now. Ugh. I gotta stop staying up so late. Oh, also fixed a bunch of stuff with the coord loading code which I haven't been able to test until now, as well as finishing off this odd framework for putting the objects through their paces to draw.
10:00 PM - 1:00 AM - implemented enough so that lines would theoretically work. The lines are now chunking according to the segment count we pass the lines. The drawing is theoretically happening also except that I can't seem to actually see any drawing happening. It's likely how I'm doing the drawing (I guess?). I'm sort of ignoring everything but lines right now since that's the easiest of what's happening. The code mostly works, tick: is getting called once a second to draw each segment and the segments appear to loop through ok. So definitely close now. Ugh. I gotta stop staying up so late. Oh, also fixed a bunch of stuff with the coord loading code which I haven't been able to test until now, as well as finishing off this odd framework for putting the objects through their paces to draw.
Monday, February 15, 2010
Happy President's day!
9:45 AM - President's day is a working day for me. Going to start out today by creating a simple line drawing in our editor. Then implement loading in that saved data to the iPad app. Then drawing it. Then Animating the drawing. Also plan on finding a pencil image to go along with the drawing. Also working on thebackground for the drawing. Will go to that point.
10:00 AM-11:45 AM - Created a number of simple drawings to test with. So far so good, our editor will help a lot in creating content. Yay! Then finished with the initial pass of importing objects. We can now read, lines, rectangles and circles into our program. Assuming I coded it correctly. We will be using CGRects instead of point pairs as it's the same size of data, it's easier to downsize a line from that data than upsizing other things, and UIBezierPath has nice functions like bezierPathWithOvalInRect: for ease of drawing some of that.
11:45 AM - 1:30 PM: Talked with Chad, a co-worker, for about half an hour then went to get some lunch and read some slashdot on time estimates for programming. Sounds like most everyone else has about the same amount of luck I do -- it's just an educated guess, it depends on how educated you are. =)
1:30 PM - 2:00 PM: Fixed up what I did before lunch. You now call a function passing in the category and filename. We're now getting drawing objects from the file put into an array and sent back from this function. Next stop is actually looking at the cocos2d way of doing this as well as the new UIBezierPath way of doing things.
2:00 PM-5:45 PM: found out some discouraging news. UIBezierPath isn't able to be animated. This means I'll have to implement my own animation for these things. Cross your fingers for me. =) So, not as far as I'd have hoped today. Maybe later tonight I'll get more done here.
7:30 - 7:45 PM: researched one last ditch effort to not write my own. Didn't work out.
8:15 PM - Decided to write my own UIBezierPath clone using openGL and the cocos2d code to get around the over-time issues. We'll see how it works out.
8:15 PM - 12:00 AM: Brutal. I'm well on my way to making it draw incrementally, but I'm worried I'm not understanding everything appropriately. MoveTo is odd, I found out how to implement my own ellipse using rectangles, etc. I'm not sure how well this will work out but it's worth a try. Once I am done I will have a drawing framework that draws in openGL the following: Lines, Circles, Ellipses, MoveTo, Polygons, Quad bezier paths and Cubic bezier paths. This is way more of an education than I'd like on this stuff, but I think it's going as well as can be expected for not having planned to write this myself. Did I mention I'm really bad at trig? Still need to implement the ellipses function and the drawing for Quad/Cubic bezier paths. My other drawing may simply not work at all and I haven't run this yet for anything so who knows what else is left. The animation should work out pretty well though fairly non-standard for cocos2d. Start the animation by calling [self startAnimation] on the CCAnimatedBezierPath layer. I'm hammered, time to go to bed.
10:00 AM-11:45 AM - Created a number of simple drawings to test with. So far so good, our editor will help a lot in creating content. Yay! Then finished with the initial pass of importing objects. We can now read, lines, rectangles and circles into our program. Assuming I coded it correctly. We will be using CGRects instead of point pairs as it's the same size of data, it's easier to downsize a line from that data than upsizing other things, and UIBezierPath has nice functions like bezierPathWithOvalInRect: for ease of drawing some of that.
11:45 AM - 1:30 PM: Talked with Chad, a co-worker, for about half an hour then went to get some lunch and read some slashdot on time estimates for programming. Sounds like most everyone else has about the same amount of luck I do -- it's just an educated guess, it depends on how educated you are. =)
1:30 PM - 2:00 PM: Fixed up what I did before lunch. You now call a function passing in the category and filename. We're now getting drawing objects from the file put into an array and sent back from this function. Next stop is actually looking at the cocos2d way of doing this as well as the new UIBezierPath way of doing things.
2:00 PM-5:45 PM: found out some discouraging news. UIBezierPath isn't able to be animated. This means I'll have to implement my own animation for these things. Cross your fingers for me. =) So, not as far as I'd have hoped today. Maybe later tonight I'll get more done here.
7:30 - 7:45 PM: researched one last ditch effort to not write my own. Didn't work out.
8:15 PM - Decided to write my own UIBezierPath clone using openGL and the cocos2d code to get around the over-time issues. We'll see how it works out.
8:15 PM - 12:00 AM: Brutal. I'm well on my way to making it draw incrementally, but I'm worried I'm not understanding everything appropriately. MoveTo is odd, I found out how to implement my own ellipse using rectangles, etc. I'm not sure how well this will work out but it's worth a try. Once I am done I will have a drawing framework that draws in openGL the following: Lines, Circles, Ellipses, MoveTo, Polygons, Quad bezier paths and Cubic bezier paths. This is way more of an education than I'd like on this stuff, but I think it's going as well as can be expected for not having planned to write this myself. Did I mention I'm really bad at trig? Still need to implement the ellipses function and the drawing for Quad/Cubic bezier paths. My other drawing may simply not work at all and I haven't run this yet for anything so who knows what else is left. The animation should work out pretty well though fairly non-standard for cocos2d. Start the animation by calling [self startAnimation] on the CCAnimatedBezierPath layer. I'm hammered, time to go to bed.
Saturday, February 13, 2010
Kid's Birthday
9:00 AM - 11:00 AM: I had to head in to work since I left my power adapter for my laptop here last night. I have until 2:00 PM which is when my daughter's birthday party starts. Going to add the actual app framework this morning. Started looking around at cocos2d, got a universal project started and running. Diverged to purchase a monitor from newegg that could actually run the iPad simulator at full screen without resizing. It's nice to have (a little) seed money from my previous project, Geopher Lite. We'll see if a new monitor helps. Also played around with garageband some, I have a few different composed pieces I might be able to use as well as a few full samples that could be fun profile sounds. Also made the first post to the ipadgaming.blogspot.com blog (this blog, back-dated). Now that I'm good and distracted, I'm going to break for an early lunch then hit the app framework hard.
11:45 AM - 2:00 PM: Created the default project. Added a main menu, main menu background layer (to play the music, draw something cool in the background), created a now-traditional rainbow spinning in the background. Added a menu with 2 choices, one to go to the game board placeholder, another to go to the drawing screen placeholder. Also did some research in the cocos2d forums for various things and found a thread about what people wished they knew about when they started using cocos2d. Good stuff there, distracted me for 20+ minutes. Headed to my 2nd daughter's bday party now.
11:45 AM - 2:00 PM: Created the default project. Added a main menu, main menu background layer (to play the music, draw something cool in the background), created a now-traditional rainbow spinning in the background. Added a menu with 2 choices, one to go to the game board placeholder, another to go to the drawing screen placeholder. Also did some research in the cocos2d forums for various things and found a thread about what people wished they knew about when they started using cocos2d. Good stuff there, distracted me for 20+ minutes. Headed to my 2nd daughter's bday party now.
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