AS3 Particle Explosion Crash - animation

Hellooooo, hope y'all are doing great.
A while ago, I asked a question about how to do particle explosions in AS3 when I was coming from AS2. Luckily, I got help from Organis (thank you so much btw), but every time I try export the animation in SWF, it keeps crashing my file and I'm not sure why?
I should probably preface that what I'm doing is specifically for animation. I'm not trying to make a game, just a simple script where the movieclip I created can explode into different objects in its timeline...if that made any sense.
In case anyone needs the actual file itself, you can download it right here: https://sta.sh/018lqswjfmp2
Here is the AS2 version in case anyone needs it: https://sta.sh/02fzsqon3ohw
Here is the code given to me by Organis:
// Allows the script to interact with the Particle class.
import Particle;
// Number of particles.
var maxparticles:int = 200;
// I imagine you will need to access the particles somehow
// in order to manipulate them, you'd better put them into
// an Array to do so rather then address them by their names.
var Plist:Array = new Array;
// Counter, for "while" loop.
var i:int = 0;
// The loop.
while (i < maxparticles)
{
// Let's create a new particle.
// That's how it is done in AS3.
var P:Particle = new Particle;
// The unique name for the new particle. Whatever you want it for.
P.name = "particle" + i;
// Enlist the newly created particle.
Plist.push(P);
// At the moment, the P exists but is not yet attached to the display list
// (or to anything). It's a new concept, there wasn't such thing in AS2.
// Let's make it a part of the display list so that we can see it.
addChild(P);
i++;
}
And in case anyone needs it, here is the code I used for AS2:
maxparticles = 200; //number of particles
i = 0; //counter, for "while" loop
while(i < maxparticles){
newparticlename = "particle" + i; //creates a new name for a new particle instance
particle.duplicateMovieClip(newparticlename, i); //duplicates our particle mc
i++;
}

Related

Collision not detecting at high speed

I decided I wanted to learn how to work with the unity2D engine, and started with trying to make pong. This was going pretty good, until I found a problem I couldn't find/didn't understand an answer for on google .
Every time the player/AI hits the ball, I make the ball go a little bit faster. This works fine until the ball goes pretty fast (still playable though) and just passes through the player/AI. I solved this by making the box collider of the player/AI really long, but at really high (and unplayable) speeds it still goes through.
My solution works, but isn't that pretty, and I wonder if there is a better solution for this (make the engine check more often for collisions?).
Here's the script for the ball movement (Javascript):
#pragma strict
var StartSpeed : int;
var speedFactor : float;
function Start () {
yield WaitForSeconds(2);
StartBall();
}
function ResetBall () {
GetComponent.<Rigidbody2D>().velocity.x = 0;
GetComponent.<Rigidbody2D>().velocity.y = 0;
transform.position.x = 0;
transform.position.y = 0;
yield WaitForSeconds(0.5);
StartBall();
}
function StartBall () {
var randomDirection = Random.Range(0f,1f);
var randomAngle = Random.Range(-Mathf.PI/4, Mathf.PI/4);
if(randomDirection < 0.5f){
GetComponent.<Rigidbody2D>().velocity.x = Mathf.Cos(randomAngle) * StartSpeed;
GetComponent.<Rigidbody2D>().velocity.y = Mathf.Sin(randomAngle) * StartSpeed;
}else{
GetComponent.<Rigidbody2D>().velocity.x = - Mathf.Cos(randomAngle) * StartSpeed;
GetComponent.<Rigidbody2D>().velocity.y = Mathf.Sin(randomAngle) * StartSpeed;
}
}
function OnCollisionEnter2D (colInfo : Collision2D) {
if(colInfo.collider.tag == "Player"){
GetComponent.<Rigidbody2D>().velocity.x = speedFactor * GetComponent.<Rigidbody2D>().velocity.x;
if(colInfo.collider.GetComponent.<Rigidbody2D>().velocity.y == 0){
GetComponent.<Rigidbody2D>().velocity.y = speedFactor * GetComponent.<Rigidbody2D>().velocity.y;
}
var vel = GetComponent.<Rigidbody2D>().velocity;
Debug.Log("Speed: " + vel);
}
}
Any other comments on the script that may improve it are welcome!
EDIT: I tried the following (as Andrew suggested):
function OnCollisionEnter2D (colInfo : Collision2D) {
if(colInfo.collider.tag == "Player"){
GetComponent.<Rigidbody2D>().AddForce( Vector2 (speedFactor * GetComponent.<Rigidbody2D>().velocity.x, speedFactor * GetComponent.<Rigidbody2D>().velocity.y));
var vel = GetComponent.<Rigidbody2D>().velocity;
Debug.Log("Speed: " + vel);
}
}
This still causes the problem I had before.
Update your RigidBody settings and set Collision Detection to Continuous (it will probably be set to discrete) and your high speed collision will work fine.
You shouldn't be messing with the velocity directly, try just using AddForce() instead.
Whole physics including collision detection runs on FixedUpdate, so to actually detect any collision colliders must collide when FixedUpdate is called. Let's say one collider isn't moving (wall for example) and another is going right at it, on current call of FixedUpdate collider that is moving is just before the wall, while on the next call of FixedUpdate collider that is moving has passed the wall, because that is it's position step per frame. Visually we see that colliders did collide, but they didn't collide on any call to FixedUpdate. Now, there are two solutions to this, lower the speed or lower the timestep of FixedUpdate ( http://docs.unity3d.com/Manual/class-TimeManager.html ), but this can be bad for framerate, it all depends what machines are you targeting and how hardware hungry your game is.
There is also this open source script which you should look at :
http://wiki.unity3d.com/index.php?title=DontGoThroughThings#C.23_-_DontGoThroughThings.js

Polymer core-animation-group imperative example?

I'm fairly new to Polymer and struggling to get some animations to work imperatively. My page displays a grid of cards. When one is clicked, I want the rest to move off screen.
I can get the cards to move one at a time in code, but since they all need to move in parallel, I think I need a core-animation-group to run them. But...
I can't figure out the syntax for creating a core-animation-group in code, and there doesn't seem to be a "play()" method...?
I'd be very, very grateful for a quick example.
TIA
The documentation on core-animation-group is a bit lackluster, but it is possible to create and play a core-animation-group using only JavaScript. Create your core-animation-group with new CoreAnimationGroup(). Then add child animations with animGroup.appendChild(coreAnim). Finally, play the group with animGroup.play().
You say you want to animate an indeterminate number of cards in parallel. Try something like this:
var cards = document.querySelector("#cards-wrapper").children;
var anim = new CoreAnimationGroup();
anim.type = "par"; // Display child animations in parallel.
anim.duration = 200; // Milliseconds
var cardAnimKeyframes = [
// CSS properties {propName: "value"}
{opacity: 1},
{opacity: 0},
];
for (var i = 0; i < cards.length; i++) {
var childAnim = new CoreAnimation();
childAnim.target = cards[i];
childAnim.keyframes = cardAnimKeyframes;
anim.appendChild(childAnim); // This is critical.
}
// Then, when you are ready...
anim.play();
Hope this helps :D

Java JLabel.getLocation() always returning 0

I'm studying Java so I'm pretty new.
I'm creating a simple 'maze' type game using GUI layouts, images, labels ect..
To create my maze layouts I used an array of strings;
mazeLayout[0] = "WWWWWWWWWW";
mazeLayout[1] = "WSSSWWSWWW";
mazeLayout[2] = "WSWSWWSSSW";
mazeLayout[3] = "WSWSWWWWSW";
mazeLayout[4] = "WSWSWWWWSW";
mazeLayout[5] = "WSWSWSSSSW";
mazeLayout[6] = "WSWSWSWWWW";
mazeLayout[7] = "WSWSWSWWWW";
mazeLayout[8] = "WSWSSSWWWW";
mazeLayout[9] = "WWWWWWWWWW";
and then converted this into a 2d array and placed a label with in image icon in it depending on the string being 'W' for wall or 'S' for space. Also the labels are an array, my thoughts behind this was for restricting movement of the player so they can't walk though walls.
int mw = 0;
int mf = 0;
for(int y = 0; y < 10; y++){
for(int x = 0; x < 10; x++){
mazeLayout2d[y][x] = mazeLayout[y].substring(x, x+1);
if (mazeLayout2d[y][x].equals("W")){
lblmazewall[mw] = new JLabel();
mazewall = new ImageIcon("mazewall.png");
lblmazewall[mw].setIcon(mazewall);
pCenter.add(lblmazewall[mw]);
mw++;
pCenter.revalidate();
}
if (mazeLayout2d[y][x].equals("S")){
lblmazefloor[mf] = new JLabel();
mazefloor = new ImageIcon("mazefloor.png");
lblmazefloor[mf].setIcon(mazefloor);
pCenter.add(lblmazefloor[mf]);
mf++;
pCenter.revalidate();
}
}
}
My problem is when i run this line
System.out.println(lblmazewall[x].getLocation()); //x being any number
I always get java.awt.Point[x=0,y=0]
I would like to know how to get the location of each wall label so i can check it against my player movement.
Is this even a valid way to do something like this?
Could someone teach me a more efficient way?
Sorry for my crude snippets and or bad programming
Thankyou Niall.
public Point getLocation()
Due to the asynchronous nature of native event handling, this method can return outdated values (for instance, after several calls of setLocation() in rapid succession). For this reason, the recommended method of obtaining a component's position is within java.awt.event.ComponentListener.componentMoved(), which is called after the operating system has finished moving the component.
The layout might not have used setLocation() internally. So that getLocation() does not return the value as expected.

Unable to create accurate copy of a Kinetic.js stage / layer

I'm trying to build in a change history, rather than a diff style history, I've opted to save the entire object.
This becomes problematic because each copy of the object updates along side the original object.
The Kinetic.Node.clone method seemed like the right thing for me, but it doesn't seem to do what I expect it to do.
Pseudocode:
var History = function(){
var h = this;
h.history = [];
h.pointer = -1;
h.save = function() {
h.history = h.history.slice(0,h.pointer);
h.history.push(im.Stage.createCopy());
h.movePointer(1);
};
h.movePointer = function(diff) {
h.pointer += diff;
(h.pointer < 0 && (h.pointer = 0));
(h.pointer >= h.history.length && (h.pointer = h.history.length-1));
return h.pointer;
};
h.render = function() {
im.Stage = h.history[h.pointer].createCopy();
im.Stage.draw();
};
h.undo = function() {
h.movePointer(-1);
h.render();
};
h.redo = function() {
h.movePointer(1);
h.render();
};
};
How can I create an accurate copy of the stage?
The best method to build up a history system is to store your layers/elements after each operation into an array as serialized values, using layer.toJSON() .
If you use images on layers and eventhandlers that you want to display/work after you restore anything from the history then you will have to reattache images and eventhandlers to the objects/layers/etc because toJSON() does not store images and eventhandlers as it would have been too large data stored. Build up your history like this:
first, try to use projeqht's answer on this question .
second you will have to reattach the images and eventhandlers. With a trick given by markE on this question you can easily handle it.
The best thing for an accurate representation is to do:
var layers = stage.getChildren();
to get the layers. Then do:
var layerChildren = new Array();
for(var i=0; i<layers.length; i++)
layerChildren[i] = layers.getChildren();
each time you want to save a state.
This will store all your layers and their children in an array. Fairly efficient and accurate.
Now you just have to save the list of layers and list of children somewhere and then you can move back and forth between states.

Actionscript 2: Event Cue Points: findNearestCuePoint

Hello everyone and anyone!
Ok... I have been banging my head against the wall with this issue for literally weeks, but I still cannot find an answer that has successfully resolved the issue.
I created an FLA and placed a FLV component with the instance name of videoPlay on the stage.
videoPlay is pathed to a streaming FLV with embedded event cue points. The cue points are numbered sequentially from narration1 to narration16.
I established a listener object:
var videoPlayCuePointListener:Object = new Object();
The event listener for the cue points:
videoPlayCuePointListener.cuePoint = function(eventObject:Object):Void{
if(eventObject.info.name == "narration1"){_root.cc_box.cc_txt.htmlText = cueTxt1);}
else if(eventObject.info.name == "narration2"){_root.cc_box.cc_txt.htmlText = cueTxt2);}
etc, through narration16 }
and so on through narration16.
Then I attached the event listener to the FLV component on stage:
videoPlay.addEventListener("cuePoint", videoPlayCuePointListener);
All of this works very well. As the FLV plays, each event cue point fires off the correct text to the cc_txt dynamic text box.
The issue I am having is that I cannot find the nearest cue point to the FLV playhead so that I can fire events when the user scrubs the timeline.
I have researched this as thoroughly as I possibly could before finally deciding to post the issue, but although the documentation and various postings regarding findNearestCuePoint discovered throughout the web have provided numerous examples, not a single one has been successful.
I have attempted to add a listener to videoPlay that creates an object (nearestCue) and gives nearestCue the value of videoPlay.findNearestCuePoint(videoPlay.playheadTime), then read out nearestCue's name, label, etc. No dice.
Nothing suggested in any posts I have reviewed (many, many posts) has provided an answer.
This seems like it would be the easiest thing to accomplish but I have not been successful a single time.
Any suggestions or assistance would be much appreciated.
Thank you for your time!
Haven't touched AS2 in a long time. I've done a basic test and findNearestCuePoint worked. You're using the FLVPlayback component, right ?
Here's what I've tried:
videoPlayer.autoPlay = false;
onEnterFrame = function():Void{
videoPlayer.seekPercent(_xmouse/Stage.width * 100);
videoPlayer.play();
trace(videoPlayer.findNearestCuePoint(videoPlayer.playheadTime).name);
}
The recommended way would be to find the nearest cue point in an playheadUpdate handler which is triggered after the playhead changes it's value. (e.g. 1. tell the playhead to move, 2. the playhead actually changes the value, 3. the playheadUpdate gets called)
Here's a more basic approach:
onEnterFrame = function():Void{
if(videoPlayer.metadata) trace(videoPlayer.findNearestCuePoint(_xmouse/Stage.width * videoPlayer.metadata.duration).name);
}
In my test I've added 4 cue points. Tried them all: actionscript/event/navigation.
The strange thing was when I tried to access the cuePoints property through videoPlayer
or through videoPlayer.metadata I got an array of 8 undefined objects, and the length of the array was 4 when I traced it. Don't know what the issue is, maybe encoding/codec and as2 compatibility, not sure.
Anyway...as long as you've got your cuePoints array, you can manually find the closest one by looping though all of them and getting the smallest absolute difference between each cue point time and the current time:
function getClosestCuePoint(cuePoints:Array,time:Number):Object{
var numCuePoints:Number = cuePoints.length;
var minDist:Number = 100000000,result:Object;
for(var i:Number = 0 ; i < numCuePoints ; i++){
if(Math.abs(cuePoints[i].time - time) < minDist){
minDist = Math.abs(cuePoints[i].time - time);
result = cuePoints[i];
}
}
return result;
}
Here's a mockup example: let's pretend some boxes on the screen are the cue points and the _xmouse position would be the playhead time. Try this in a new document:
//fake cue points
var numCuePoints:Number = 5;
var cuePoints = [];
for(var i:Number = 0 ; i < numCuePoints ; i++) cuePoints[i] = {name:'narration ' + (i+1),time: 10 + (80 + Math.random() * 20) * i}
//visual hint - separated from the cue points
for(var i:Number = 0 ; i < numCuePoints ; i++) drawBox(this,0x009900,10,15,cuePoints[i].time,Stage.width * .5);
var playhead:TextField = drawText(this,'playhead');
//playhead update
onEnterFrame = function():Void{
playhead._x = _xmouse;
playhead.setTextFormat(new TextFormat('Verdana',11));
playhead.text = 'time: ' + _xmouse+' / cue ' + getClosestCuePoint(cuePoints,_xmouse).name;
}
//find the shortest marker within the shortest distance from the current value
function getClosestCuePoint(cuePoints:Array,time:Number):Object{
var numCuePoints:Number = cuePoints.length;
var minDist:Number = 100000000,result:Object;
for(var i:Number = 0 ; i < numCuePoints ; i++){
if(Math.abs(cuePoints[i].time - time) < minDist){
minDist = Math.abs(cuePoints[i].time - time);
result = cuePoints[i];
}
}
return result;
}
//utils
function drawBox(target:MovieClip,color:Number,width:Number,height:Number,x:Number,y:Number):Void{
target.lineStyle(3,color);
target.moveTo(x,y);
target.lineTo(x+width,y);
target.lineTo(x+width,y+height);
target.lineTo(x,y+height);
target.lineTo(x,y);
}
function drawText(target:MovieClip,name:String):TextField{
var result:TextField = target.createTextField(name,target.getNextHighestDepth(),0,Stage.width * .5-20,100,20);
result.autoSize = 'left';
result.border = true;
result.selectable = false;
return result;
}
HTH
George,
I believe I discovered the issue, and I think it was something that you covered in your previous post, but I glossed over it by accident.
The F4V I was working with had the cue points embedded using Adobe Media Encoder... and that was the entire issue.
I went back and exported the cue points out to XML, then stripped them out of the F4V and re-encoded it without them. Then I edited the XML to change all of the event cue point to actionscript and imported them into the FLA file using the FLV component properties dialogue.
Presto, amazingly enough, I had no issues finding the cue points, tracing them, and using them for any purpose.
So in the future, I just need to remember to set up the cue points in the Properties dialogue and set them to actionscript and I should be golden. So far, it has worked flawlessly with all of the F4V files since making the change.
Thank you very much for your detailed response and your follow up!

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