java.lang.Object | |
↳ | co.megacool.megacool.OverflowStrategy |
The overflow strategy chosen for a recording determines how long recordings are compressed down
to the target number of frames. The target length is set through
setMaxFrames(int)
(the default is 50).
Constants | |||||||||||
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String | HIGHLIGHT | This strategy will select the most interesting part (highlight) of the unfolding gameplay by analyzing changes in intensity (usually represented as changes in point value) over time. | |||||||||
String | LATEST | This strategy keeps the newest frames recorded. | |||||||||
String | TIMELAPSE | This strategy will speed up the recording to fit within the target number of frames. |
Fields | |||||||||||
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protected final Context | context |
Protected Constructors | |||||||||||
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OverflowStrategy(Context context) |
Public Methods | |||||||||||
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boolean | equals(Object o) |
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Inherited Methods | |||||||||||
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From class
java.lang.Object
|
This strategy will select the most interesting part (highlight) of the unfolding gameplay by analyzing changes in intensity (usually represented as changes in point value) over time.
It depends upon having the developer call the Megacool.registerScoreChange during their game in order to keep track of changes in point value/intensity
This strategy keeps the newest frames recorded. This usually works best when the highlight of the recording is the final moments, like a racing game.
This strategy will speed up the recording to fit within the target number of frames. The
resulting length will be between 1.33x and 0.66x of the number of frames set with
setMaxFrames(int)
.
This works well when something is constructed over a longer period of time, like a city built from scratch, or a drawing. This also works well for games like 2048, where seeing the long play reveals the player's strategy.