Blend | Android Java game made with LibGDX | Game Engine library
kandi X-RAY | Blend Summary
kandi X-RAY | Blend Summary
Blend is an Android puzzle game focused on color mixing. Made with LibGDX. The main feature of this game is that animation must look cool (which it does, I hope).
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Top functions reviewed by kandi - BETA
- Show the animation .
- Set the level pack
- Moves the current cube .
- Set the current values of an element
- Load a scene .
- Get the height of all children
- Set the image rotation .
- Returns an iterator over the original list .
- Returns the number of the specified number of lines .
- Set a new path
Blend Key Features
Blend Examples and Code Snippets
Community Discussions
Trending Discussions on Blend
QUESTION
Below is a screenshot of my current situation. Is it possible to make the text within the blob.svg white, and the text outside the blob.svg the color of the blob (#e60050)?
There is also a parallax effect on this particular element. The blob scrolls slower than the text. Therefore the text does not always overlap the blob in the same way/position. Based on the scrolling position, the text may even be completely within or without the blob.
I have been messing around with various implementations of mix-blend-mode now, but i can't seem to figure it out.
Current situation
...ANSWER
Answered 2022-Mar-10 at 03:28You can try using inverted colors and re-inverting the whole thing with a CSS filter like so:
QUESTION
Does anyone know why transparency drawing on a Canvas works perfectly fine using drawImage(), but doesn't work at all with a PixelWriter? I initially thought it may have something to do with Blend or some other mode/setting on the canvas/context, but haven't had any luck with that yet.
I need per-pixel variable transparency, not a single transparency value for the entire draw operation. I'll be rendering a number of "layers" (similar to how GIMP layers work, with optional transparency per-pixel). An additional open question is whether I'm better off first drawing the FINAL intended output to a WritableImage and then just drawing to the Canvas, for performance reasons, but that seems to defeat the point of using a Canvas in the first place...
Below is an example which shows a partially transparent Color being first drawn to an Image and then to the Canvas, and directly to the Canvas with setColor(). The transparent area is the Image draw, the opaque area is the setColor part. How do we get setColor() to respect Color alpha transparency for each pixel?
...ANSWER
Answered 2022-Feb-21 at 20:51The GraphicsContext
begins with the default BlendMode
, and all forms of drawImage()
use the current mode. In contrast, PixelWriter
methods replace values, ignoring the BlendMode
.
The example below lets you experiment with the supported BlendMode
values to see the effect. Related examples are shown here and here.
QUESTION
I am having really weird issues with memory leak and I cannot find source after long hours of testing, debugging and trial/error attempts.
The source of memory leak is reloading object base on push from subject. On which part I load current database values and add it to SourceCache.
This part is getting the push, to initiate reload
...ANSWER
Answered 2022-Feb-09 at 20:56The bug was reported and fixed here in library repository: https://github.com/reactiveui/ReactiveUI/issues/3091
QUESTION
On a website I'm creating there is a cursor that needs to change its color smoothly.
When it is on a white background the cursor needs to be the blue #0059ff
(this is important and I will explain why later on) and when it is on blue then the cursor needs to be white; and the transition needs to be smooth like so:
To get the white color with mix-blend-mode
I'm calculating the inverted color using adjust-hue($color, 180)
(in SCSS) and applying this color to the cursor.
When the background color is #0000ff
then cursor should be #ffff00
.
I have started a prototype using mix-blend-mode: difference
that works on "primary colors" (basically colors like #ff0000
, #ff00ff
and so on).
Result:
Problems begin when I try to change the "primary" blue #0000ff
to the one needed by the project #0059ff
. The inverted color is calculated to be #ffa600
and the result is, let's say, "unsatisfactory" because I want the cursor to be white on some background color and said color on white background.
Calculating the difference will not work with this color and I have no idea how to make it so that when the cursor is not over the white background then the cursor becomes blue (-ish) and when it's over the blue background it becomes white.
My whole code so far:
(SCSS compiled so it can run in StackSnippet)
ANSWER
Answered 2022-Jan-24 at 19:19I have no idea how to make it so that when the cursor is not over the white background then the cursor becomes blue (-ish) and when it's over the blue background it becomes white.
In this case, the mix-blend mode is very limiting. When you want to have completely unrelated colors then it's not possible to use it.
However, I am able to achieve the desired effect using clip-path:
QUESTION
I'm currently writing a gravity-simulation and I have a small problem displaying the particles with OpenGL.
To get "round" particles, I create a small float-array like this:
...ANSWER
Answered 2022-Jan-19 at 16:51You're in a special case where your fragments are either fully opaque or fully transparent, so it's possible to get depth-testing and blending to work at the same time. The actual problem is, that for depth testing even a fully transparent fragment will store it's depth value. You can prevent the writing by explicitly discarding the fragment in the shader. Something like:
QUESTION
I want to add text to a can of beans. The example code uses render.copyTextureToTexture to blend textures together.
However, when I try to use it doesn't do anything.
When I tried to display textTexture on the cylinder it was fully transparent. Is the texture made before text is rendered in the first canvas?
Or do I need to somehow wait until the image is loaded and only then use copyTextureToTexture to add the text?
...ANSWER
Answered 2022-Jan-19 at 06:50QUESTION
I want to turn this halting, discontinuous trails in the particle on this simulation
to something worth staring at as in this beautiful field flow in here (not my work, but I don't remember where I got it from).
I have tried different permutations of the code in the accomplished field flow without getting anything remotely close to the smoothness in the transitions that I was aiming for. I suspect I am mishandling the updates or the placement of the black rectangle that seems to circumvent the need for a black background, which would erase the wake of the particles.
...ANSWER
Answered 2022-Jan-11 at 17:55You can get trials in multiple ways. The sketch you mentioned creates the trails by adding opacity to the background with the "fill( 0, 10 )" function.
If you want to know more about p5 functions you can always look them up here: https://p5js.org/reference/. The fill() page shows that the first argument is the color ( 0 for black ) and the second argument is the opacity ( 10 out of 255 ).
In the sketch you mentioned, in draw(), they wrote:
QUESTION
I have a small page with a blurred background image. On top of that, I have divs set up as cards that have their transparent overlay on a background image. I'm trying to set up a text effect using blending modes without taking into account the overlay.
The text effect I want to replicate is at this codepen: https://codepen.io/thebabydino/pen/JNWqLL
Specifically, I want to replicate the example on the left, where the drop shadow is inverted along with the text, and the text is the invert of the image underneath.
In my attempts to do so, I have been unable to get the blend mode effect to ignore the opaque layer and only focus on the image.
The point of the opaque layer is to help the text stand out more, but it seems to be having the opposite effect as it influences the blending, making everything darker.
The text is only orange because it is being constantly inverted due to the darker opaque layer and ignoring the image underneath completely.
This is my attempt so far:
...ANSWER
Answered 2022-Jan-07 at 08:52The semi transparent overlay will always add shade to entire card. We can have same image in the overlay and fade it there.
QUESTION
I have been stumped by this for a few days now and can't find a solution. I have a UIImageView with a transparent background. It is on top of another view (in the example just a UIView with blue background color). For some reason, it will blend a color even if it has an alpha value of 0 (in this case full red no alpha values come out pink). The desired output is that it will show clear just like black with no alpha value.
If over white it behaves as intended (it is clear and shows white through). I have tried different ways of creating the CGContext and different CALayer blend modes and can't get it to not blend colors that don't have alpha values on them.
Here is some sample code to replicate the issue.
...ANSWER
Answered 2021-Oct-24 at 17:31The problem is that this:
QUESTION
So I've got an SVG shape that I'm animating using GSAP, and you can find it in this codepen here. What I want to happen is that when the lines intersect the pink circle, the inner lines turn white, like in this image:
I've tried using CSS Blendmodes, like so:
...ANSWER
Answered 2021-Dec-17 at 17:02I don't know React, so this may collide with your further plans, but you could just mask it out in SVG. You put the circle over the lines, but remove the part that covers them using a mask
. Then you put another circle, white, behind the pink circle but still over the lines. This circle is then visible through the removed parts of the pink circle, so it looks as if the lines were turning white.
This, however, requires a reorganisation of the SVG:
(CodePen with your animation here)
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install Blend
You can use Blend like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Blend component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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