Wren class does not implement a field - wren

I'm trying to learn how to use Dome and Wren. To do this I've started working on a simple Flappy Bird clone.
The problem I'm having is that I get the error message
Bird does not implement bird_idle
It then points to line 63 in my main class which is shown below:
class Main {
resources=(value){ _resources = value }
bird=(value){ _bird = value }
construct new() {
_resources = Resources.new()
_bird = Bird.new(_resources.birdIdle, _resources.birdFlap, _resources.obstacleTile.width * 2, _resources.obstacleTile.height * 4, 10, 4)
}
init() {}
update() {}
draw(alpha) {
Canvas.cls()
Canvas.draw(_bird.bird_idle, _bird.center.x, _bird.center.y) <-- this is line 63
}
}
var Game = Main.new()
Since I'm new to Wren I don't quite understand what this means seeing as if you look at my bird class below, I should be implementing bird_idle. So what am I doing wrong?
class Bird {
bird_idle=(value){ _bird_idle = value } <-- Right?
bird_flap=(value){ _bird_flap = value }
center=(value){ _center = value }
gravity=(value){ _gravity = value }
force=(value){ _force = value }
velocity=(value){ _velocity = value }
velocityLimit=(value){ _velocityLimit = value }
isGameRunning=(value){ _isGameRunning = value }
construct new(idle, flap, horizontalPosition, verticalPosition, drag, jumpForce) {
_bird_idle = idle
_bird_flap = flap
_center = Vector.new(horizontalPosition + (idle.width * 0.5), verticalPosition + (idle.height*0.5))
_gravity = drag
_force = jumpForce
_velocityLimit = 1000
_isGameRunning = true
}
jump() {
_velocity = -_force
}
isTouchingCeiling() {
var birdTop = _center.y - (_bird_idle.height * 0.5)
if(birdTop < 0) {
return true
}
return false
}
isTouchingGround() {
var birdBottom = _center.y + (_bird_idle.height * 0.5)
if(birdBottom > height) {
return true
}
return false
}
}

You forgot to add the getter:
class Bird {
construct new(idle) {
_bird_idle = idle
}
bird_idle=(value){_bird_idle = value }
bird_idle{_bird_idle} // You need this if you want to access the field _bird_idle.
}
var my_bird = Bird.new("Idle")
my_bird.bird_idle = "Not Idle"
System.print(my_bird.bird_idle) // Output: Not Idle

Related

Jetpack Compose Observe mutableStateOf in ViewModel

I have a need to update the user profile switch
ViewModel
class ProfileViewModel : BaseViewModel() {
var greet = mutableStateOf(user.pushSetting.greet)
var message = mutableStateOf(user.pushSetting.message)
var messageDetails = mutableStateOf(user.pushSetting.messageDetails)
var follow = mutableStateOf(user.pushSetting)
var like = mutableStateOf(user.pushSetting.like)
var comment = mutableStateOf(user.pushSetting.comment)
fun updateUser() {
println("--")
}
}
2.Composable
#Composable
fun SettingCard(viewModel: ProfileViewModel) {
Lists {
Section {
TextRow(text = "手机号码") { }
TextRow(text = "修改密码", line = false) { }
}
Section {
SwitchRow(text = "新好友通知", checkedState = viewModel.greet)
SwitchRow(text = "新消息通知", checkedState = viewModel.message)
SwitchRow(text = "消息显示详细", line = false, checkedState = viewModel.messageDetails)
}
}
}
3.SwitchRow
#Composable
fun SwitchRow(text: String, line: Boolean = true, checkedState: MutableState<Boolean>) {
ListItem(
text = { Text(text) },
trailing = {
Switch(
checked = checkedState.value,
onCheckedChange = { checkedState.value = it },
colors = SwitchDefaults.colors(checkedThumbColor = MaterialTheme.colors.primary)
)
}
)
}
How can I observe the change of the switch and call updateUser() in ViewModel
I know this is a way, but it is not ideal. The network update will be called every time it is initialized. Is there a better solution?
LaunchedEffect(viewModel.greet) {
viewModel.updateUser()
}
The best solution for this would be to have unidirectional flow with SwitchRow with a lambda as #Codecameo advised.
But if you want to observe a MutableState inside your Viewmodel you can use snapshotFlows as
var greet: MutableState<Boolean> = mutableStateOf(user.pushSetting.greet)
init {
snapshotFlow { greet.value }
.onEach {
updateUser()
}
.launchIn(viewModelScope)
//...
}
Create a Flow from observable Snapshot state. (e.g. state holders
returned by mutableStateOf.) snapshotFlow creates a Flow that runs
block when collected and emits the result, recording any snapshot
state that was accessed. While collection continues, if a new Snapshot
is applied that changes state accessed by block, the flow will run
block again, re-recording the snapshot state that was accessed. If the
result of block is not equal to the previous result, the flow will
emit that new result. (This behavior is similar to that of
Flow.distinctUntilChanged.) Collection will continue indefinitely
unless it is explicitly cancelled or limited by the use of other Flow
operators.
Add a callback lamba in SwitchRow and call it upon any state change
#Composable
fun SettingCard(viewModel: ProfileViewModel) {
Lists {
Section {
TextRow(text = "手机号码") { }
TextRow(text = "修改密码", line = false) { }
}
Section {
SwitchRow(text = "新好友通知", checkedState = viewModel.greet) {
viewModel.updateUser()
}
SwitchRow(text = "新消息通知", checkedState = viewModel.message) {
viewModel.updateUser()
}
SwitchRow(text = "消息显示详细", line = false, checkedState = viewModel.messageDetails) {
viewModel.updateUser()
}
}
}
}
#Composable
fun SwitchRow(
text: String,
line: Boolean = true,
checkedState: MutableState<Boolean>,
onChange: (Boolean) -> Unit
) {
ListItem(
text = { Text(text) },
trailing = {
Switch(
checked = checkedState.value,
onCheckedChange = {
onChange(it)
checkedState.value = it
},
colors = SwitchDefaults.colors(checkedThumbColor = MaterialTheme.colors.primary)
)
}
)
}
Another approach:
You can keep MutableStateFlow<T> in your viewmodel and start observing it in init method and send a value to it from SwitchRow, like viewModel.stateFlow.value = value.
Remember, MutableStateFlow will only trigger in the value changes. If you set same value twice it will discard second value and will execute for first one.
val stateFlow = MutableStateFlow<Boolean?>(null)
init {
stateFlow
.filterNotNull()
.onEach { updateUser() }
.launchIn(viewModelScope)
}
In switchRow
viewmodel.stateFlow.value = !(viewmodel.stateFlow.value?: false)
This could be one potential solution. You can implement it in your convenient way.

How to sort List in dart based on value returned by a function

I have to show a list of stores in a sorted order by nearest location
and I have a unsorted list of stores and a function to calculate
distance of each store from my current location but I don't know how
to sort List in dart based on value returned by a function.
I am getting the unsorted List of stores data from an api.
I need logic for this question for sorting the _kikkleStores List
class KikkleStoresBloc extends BlocBase {
List<KikkleStoreInfo> _kikkleStores = [];
//for distance sorting
List<KikkleStoreInfo> _kikkleStoresSorted = [];
List<double> distanceFromCurrentLocation;//already got
value in it
bool hasReachedEndOfList = false;
Coordinate _currentLocation;
KikkleStoresBloc();
final _kikkleStoreSubject =
BehaviorSubject<List<KikkleStoreInfo>>
();
// Getter Stream
Stream<List<KikkleStoreInfo>> get kikkleStores =>
_kikkleStoreSubject.stream;`enter code here`
// Getter Sink
Function(List<KikkleStoreInfo>) get _fetchedkikkleStores =>
_kikkleStoreSubject.sink.add;
getKikkleStores() async {
try {
if (_currentPage <= _totalPages) {
final response = await
ApiController.getKikkleStores(_currentPage);
_kikkleStores.addAll(response.item1);
//here how to sort _kikkleStores by using
getStoreDistance function
_totalPages = response.item3;
_fetchedkikkleStores(_kikkleStores);
if (_currentPage == _totalPages) {
hasReachedEndOfList = true;
} else if (_currentPage < _totalPages &&
_kikkleStores.length
< 10) {
}
}
}
}
// this function returns distance
getStoreDistance(Coordinate currentLocation, KikkleStoreInfo
store)
async {
if (currentLocation == null) return 0.0;
try {
double distanceInMeter = await
LocationUtils.getDistanceInMeters(
currentLocation, Coordinate(store.latitude,
store.longitude));
// final miles = (distanceInMeter / 1609.344).round();
return distanceInMeter;
} catch (e) {
return 0.0;
}
}
void getCurrentLocation() async {
try {
final isAllowed = await
PermissionsUtils.isLocationAccessAllowed();
if (isAllowed) {
final coordinates = await
LocationUtils.getCurrentLocation();
if (coordinates != null) {
_currentLocation = coordinates;
}
}
}
catch (e) {
print(e);
}
}
}
Take the reference of below code
void main(){
List<POJO> pojo = [POJO(5), POJO(3),POJO(7),POJO(1)];
// fill list
pojo..sort((a, b) => a.id.compareTo(b.id));
for(var i in pojo){
print(i.id); // prints list in sorted order i.e 1 3 5 7
}
}
class POJO {
int id;
POJO(this.id);
}
void sortfun() async {
for (int c = 0; c < (_kikkleStores.length - 1); c++) {
for (int d = 0; d < _kikkleStores.length - c - 1; d++) {
if (await getStoreDistance(_currentLocation, _kikkleStores[d]) >
await getStoreDistance(_currentLocation,
_kikkleStores[d + 1])) /* For descending order use < */
{
swap = _kikkleStores[d];
_kikkleStores[d] = _kikkleStores[d + 1];
_kikkleStores[d + 1] = swap;
}
}
}
}

XUnit Test for ViewComponent returns null result?

I am trying to test my ViewComponent with XUnit.
When I debug through the component and set a break point right before it returns the Component View, the model is set.
Here is the simple model I am returning.
public class IntDashMakeRecAssgnmntsPoRespMngrVM
{
public IEnumerable<Audit> Audits { get; set; }
}
And I am trying to assert the Audits.Count() is greater than 0.
Here is my View Component:
public class IntDashMakeRecAssgnmntsPoRespMngrViewComponent : ViewComponent
{
private IAuditRepository _auditRepo;
private IExternalRepository _externalRepo;
public IntDashMakeRecAssgnmntsPoRespMngrViewComponent(IAuditRepository auditRepo,
IExternalRepository externalRepo)
{
_auditRepo = auditRepo;
_externalRepo = externalRepo;
}
public IViewComponentResult Invoke()
{
ClaimsPrincipal user = HttpContext.Request.HttpContext.User;
short staffId = short.Parse(user.Claims.Single(c => c.Type == "StaffId").Value);
// Get all Internal Audits that are not closed and not completed
var audits = _auditRepo.Audits
.Include(a => a.Findings).ThenInclude(f => f.Recommendations).ThenInclude(r => r.Assignments)
.Where(a => a.StatusID != 3 && a.StatusID != 11);
var external = _externalRepo.ExternalRecords;
audits = audits.Where(a => !external.Any(e => e.AuditID == a.AuditID));
if (User.IsInRole("PAG_SPEC") && !User.IsInRole("PAG_ADMIN_INT"))
{
audits = audits.Where(a =>
a.Assignments.Any(assn => assn.AssignmentAuditId == a.AuditID
&& assn.AssignmentRoleId == 2 && assn.AssignmentStaffId == staffId));
}
// Where audit has a recommendation without an assigned PO Authorizer
// OR without an assigned Responsible Manager (Rec Level).
List<Audit> auditsToAssign = new List<Audit>();
foreach (Audit audit in audits)
{
foreach (Finding finding in audit.Findings)
{
foreach (Recommendation rec in finding.Recommendations)
{
if (!rec.Assignments.Any(asgn => asgn.AssignmentRoleId == 15)
|| !rec.Assignments.Any(asgn => asgn.AssignmentRoleId == 26)
)
{
auditsToAssign.Add(rec.Finding.Audit);
break;
}
}
}
}
IntDashMakeRecAssgnmntsPoRespMngrVM intDashMakeRecAssgnmntsPoRespMngrVM =
new IntDashMakeRecAssgnmntsPoRespMngrVM
{
Audits = auditsToAssign
};
return View("/Views/InternalAudit/Components/Dashboard/IntDashMakeRecAssgnmntsPoRespMngr/Default.cshtml", intDashMakeRecAssgnmntsPoRespMngrVM);
}
}
When I get to this line in debugging and break to inspect, I have 1 Audit which I want:
return View("/Views/InternalAudit/Components/Dashboard/IntDashMakeRecAssgnmntsPoRespMngr/Default.cshtml", intDashMakeRecAssgnmntsPoRespMngrVM);
Now here is my Unit Test:
[Fact]
public void ReturnsAudit_1Finding_1Rec_1Asgn_PONeeded_RespMnrAssigned()
{
// Arrange
var audits = new Audit[]
{
new Audit { AuditID = 1 }
};
var findings = new Finding[]
{
new Finding{ Audit = audits[0], FindingId = 1 } // 1 Finding
};
var recommendations = new List<Recommendation>()
{
new Recommendation // 1 Rec
{
Finding = findings[0],
Assignments = new List<Assignment>()
{
// PO Authorizor
new Assignment { AssignmentRoleId = 15 }
// No Responsible Manager
}
}
};
audits[0].Findings = findings;
findings[0].Recommendations = recommendations;
Mock<IAuditRepository> mockAuditRepo = new Mock<IAuditRepository>();
mockAuditRepo.Setup(m => m.Audits).Returns(audits.AsQueryable());
Mock<IExternalRepository> mockExternalRepo = new Mock<IExternalRepository>();
mockExternalRepo.Setup(m => m.ExternalRecords).Returns(
new External[0].AsQueryable()
);
// Act
var component = new IntDashMakeRecAssgnmntsPoRespMngrViewComponent(
mockAuditRepo.Object, mockExternalRepo.Object);
component.ViewComponentContext = new ViewComponentContext();
component.ViewComponentContext.ViewContext.HttpContext = TestContext;
var result =
component.Invoke() as IntDashMakeRecAssgnmntsPoRespMngrVM;
int auditCount = (result).Audits.Count();
// Assert
Assert.Equal(1, auditCount);
}
Why is result null on this line?
var result =
component.Invoke() as IntDashMakeRecAssgnmntsPoRespMngrVM;
I also tried this first and it is still null:
ViewComponentResult result =
component.Invoke() as ViewComponentResult;
int auditCount =
((IntDashMakeRecAssgnmntsPoRespMngrVM)result.Model).Audits.Count();
I figured it out.
I wasn't casting the result to the right type.
I had this:
ViewComponentResult result =
component.Invoke() as ViewComponentResult;
int auditCount =
((IntDashMakeRecAssgnmntsPoRespMngrVM)result.Model).Audits.Count();
It should be this:
var result =
component.Invoke() as ViewViewComponentResult;
int auditCount =
((IntDashMakeRecAssgnmntsPoRespMngrVM)result.ViewData.Model).Audits.Count();
ViewViewComponentResult instead of ViewComponentResult.

Invalid Array Width without declaring new dimension

My web app is generating an "Invalid Array Width" error at line 462 of Crossfilter.js v1.3.12. This error seems to tell me I have >32 dimensions. The puzzle is that I am not knowingly declaring a new dimension when the error occurs.
I have 10 slider bars, which act as numeric filters on my dataset. At the end of a drag event on the second slider bar, a dimension is declared if none already exists at the second location within the numericDims array. (Edit: even when I declare all the 10 dimensions in advance, and remove the dynamic declaration, the problem still occurs.) About 10 dimensions already exist in the app for other graphics & filters.
The first time I move a slider handle, "new dimension" is logged. After that, every time I move a handle on the same slider, "new dimension" is not logged. This is expected behaviour. But if I move the handles enough times, I get the "Invalid Array Width" error. So, I think I must be accidentally declaring a new dimension every time I move a handle. Can anyone see how I am unwittingly declaring a new dimension? The most relevant code:
if (!numericDims[tempIndex]) {
console.log('new dimension');
numericDims[tempIndex] = facts.dimension(function(p){ return p[d]; });
}
if (flag==0) {
prt.classed("activeFilter",true);
numericDims[tempIndex].filterFunction(function(p){ return p>=min && p<=max; });
} else {
prt.classed("activeFilter",false);
numericDims[tempIndex].filterAll();
// numericDims[tempIndex].dispose(); ***I figure it's quicker to store them instead of disposing/deleting. Even when I dispose/delete, the problem still happens.
// delete numericDims[tempIndex];
// numericDims.splice(tempIndex,1);
prt.selectAll("g.handle.left").attr("title",null);
prt.selectAll("g.handle.right").attr("title",null);
}
console.log(numericDims);
Full function:
function dragended(d) {
let transformation = {
Y: Math.pow(10, 24),
Z: Math.pow(10, 21),
E: Math.pow(10, 18),
P: Math.pow(10, 15),
T: Math.pow(10, 12),
G: Math.pow(10, 9),
M: Math.pow(10, 6),
k: Math.pow(10, 3),
h: Math.pow(10, 2),
da: Math.pow(10, 1),
d: Math.pow(10, -1),
c: Math.pow(10, -2),
m: Math.pow(10, -3),
μ: Math.pow(10, -6),
n: Math.pow(10, -9),
p: Math.pow(10, -12),
f: Math.pow(10, -15),
a: Math.pow(10, -18),
z: Math.pow(10, -21),
y: Math.pow(10, -24)
}
let reverse = s => {
let returnValue;
Object.keys(transformation).some(k => {
if (s.indexOf(k) > 0) {
returnValue = parseFloat(s.split(k)[0]) * transformation[k];
return true;
}
})
return returnValue;
}
var facts = window.facts;
if (d3.select(this).attr("class").indexOf("left")==-1) { var otherHandle = 'left'; } else { var otherHandle = 'right'; }
d3.select(this).classed("dragging",false);
var filterFields = window.filterFields;
var tempIndex = filterFields[0].indexOf(d);
var min = filterFields[2][tempIndex];
var max = filterFields[3][tempIndex];
//console.log(min+', '+max);
var scale = filterFields[4][tempIndex];
var t = d3.transform(d3.select(this).attr("transform"));
var thisX = t.translate[0];
var flag=0;
var prt = d3.select("g#f_"+tempIndex);
var leftHandleX = d3.transform(prt.selectAll("g.handle.left").attr("transform")).translate[0];
var rightHandleX = d3.transform(prt.selectAll("g.handle.right").attr("transform")).translate[0];
var wid = prt.selectAll("g.axis").select("rect.numFilterBox").attr("width");
prt.selectAll("g.axis").select("rect.numFilterBox").attr("x",leftHandleX).attr("width",rightHandleX - leftHandleX);
var num = -1;
var pFlag = 0;
if (filterFields[3][tempIndex]<=1) { var fmt = d3.format('%'); pFlag=1; } else { var fmt = d3.format('4.3s'); }
if (otherHandle=='left') {
if (thisX>=300 && scale(min)==0) { flag=1; }
max = scale.invert(thisX);
if (isNaN(+fmt(max).trim())) {
if (pFlag==1) {
max = +fmt(max).substr(0,fmt(max).length-1)/100
} else {
max = reverse(fmt(max));
}
} else {
max = +fmt(max).trim();
}
prt.selectAll("g.handle.right").attr("title",function(d){ return 'The filtered maximum for '+filterFields[1][tempIndex]+' is '+max; });
} else {
if (thisX<=0 && scale(max)==300) { flag=1; }
min = scale.invert(thisX);
if (isNaN(+fmt(min).trim())) {
if (pFlag==1) {
min = +fmt(min).substr(0,fmt(min).length-1)/100
} else {
min = reverse(fmt(min));
}
} else {
min = +fmt(min).trim();
}
prt.selectAll("g.handle.left").attr("title",function(d){ return 'The filtered minimum for '+filterFields[1][tempIndex]+' is '+min; });
}
filterFields[2][tempIndex] = min;
filterFields[3][tempIndex] = max;
window.filterFields = filterFields;
if (!numericDims[tempIndex]) {
console.log('new dimension');
numericDims[tempIndex] = facts.dimension(function(p){ return p[d]; });
}
if (flag==0) {
prt.classed("activeFilter",true);
numericDims[tempIndex].filterFunction(function(p){ return p>=min && p<=max; });
} else {
prt.classed("activeFilter",false);
numericDims[tempIndex].filterAll();
// numericDims[tempIndex].dispose();
// delete numericDims[tempIndex];
// numericDims.splice(tempIndex,1);
prt.selectAll("g.handle.left").attr("title",null);
prt.selectAll("g.handle.right").attr("title",null);
}
console.log(numericDims);
update();
doHighlight();
window.dragFlag=1;
}

HaxeFlixel animations not playing

I'm trying to make a simple little game in HaxeFlixel, where you play as a ghost and you go around an apartment complex knocking on doors. There's a bit more to it than that, but that's the fundamental idea. Anyway, I've currently got the ghost moving from door to door, and knocking on them, but for some reason the animation where the tenant opens the door isn't triggering.
Here is the state:
package;
import flixel.addons.display.FlxBackdrop;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxG;
import flixel.group.FlxTypedGroup;
import flixel.group.FlxTypedGroupIterator;
import flixel.text.FlxText;
import flixel.util.FlxPoint;
/**
* ...
* #author ...
*/
class GhostState extends FlxState
{
var ghost:FlxSprite;
var hall:FlxBackdrop;
var wall:FlxSprite;
var knock :Array<FlxText>;
public var doors:FlxTypedGroup<Door>;
public var speed = 0;
public var inTransit:Bool;
public var knockCount = 0;
public var doneWithThisDoor = false;
public var doorIndex = 0;
public function justPressed():Bool
{
#if mobile
var returnVal = false;
for (touch in FlxG.touches.list)
{
returnVal = touch.justPressed;
}
return returnVal;
#else
return FlxG.mouse.justPressed;
#end
}
public function pressed():Bool
{
#if mobile
var returnVal = false;
for (touch in FlxG.touches.list)
{
returnVal = touch.pressed;
}
return returnVal;
#else
return FlxG.mouse.pressed;
#end
}
public function justReleased():Bool
{
#if mobile
var returnVal = false;
for (touch in FlxG.touches.list)
{
returnVal = touch.justReleased;
}
return returnVal;
#else
return FlxG.mouse.justReleased;
#end
}
public function clickCoords():FlxPoint
{
#if mobile
var returnVal = new FlxPoint();
var i=0;
for (touch in FlxG.touches.list)
{
i++;
returnVal.x += touch.screenX;
returnVal.y += touch.screenY;
}
returnVal.x /= i;
returnVal.y /= i;
return returnVal;
#else
return new FlxPoint(FlxG.mouse.screenX, FlxG.mouse.screenY);
#end
}
override public function create()
{
hall = new FlxBackdrop("assets/images/Stage3/hall wall.png", 0, 0, true, false);
add(hall);
doors = new FlxTypedGroup<Door> ();
add(doors);
#if web
doors.add(new Door(((FlxG.width/2) - 259) + 465 + 175, (FlxG.height - 280) / 2, this, "assets/images/Stage3/door.png"));
#else
doors.add(new Door(((FlxG.width - 250-(175/2)-10) / 2) + 465 + 175, (FlxG.height - 280) / 2, this, "assets/images/Stage3/door.png"));
#end
ghost = new FlxSprite(FlxG.width / 2, FlxG.height / 2, "assets/images/Stage3/chicken ghost.png");
ghost.loadGraphic("assets/images/Stage3/chicken ghost.png", true, 75, 100);
ghost.animation.add("right", [0], 30, true);
ghost.animation.add("forward", [1], 30, true);
ghost.animation.add("back", [2], 30, true);
add(ghost);
speed = 0;
super.create();
knock = new Array();
knock.push(new FlxText(ghost.x+25, ghost.y-35, -1, "*knock*", 20));
knock.push(new FlxText(ghost.x+25, ghost.y - 85, -1, "*knock*", 20));
for (member in knock)
{
member.color = 0x000000;
add(member);
member.kill();
}
nextDoor();
}
public function nextDoor()
{
inTransit = true;
if (ghost.x <= doors.members[doorIndex].x)
{
speed = 10;
ghost.animation.play("right");
}
else
{
speed = 0;
inTransit = false;
doorIndex++;
ghost.animation.play("forward");
}
}
override public function update()
{
hall.x -= speed;
/* var i = 0;
while (i < doors.members.length)
{
var basic = doors.members[i++];
if (basic != null && basic.exists && basic.active)
{
basic.update();
}
}*/
if (inTransit)
{
nextDoor();
}
super.update();
if (justPressed()&&!inTransit)
{
if (knockCount == 2)
{
knockCount = 0;
for (member in knock)
{
member.kill();
}
doors.members[doorIndex-1].open();
FlxG.watch.add(this,"doorIndex");
nextDoor();
}
else
{
knock[knockCount].revive();
knockCount++;
}
}
}
}
And here is the Door class:
package;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxG;
/**
* ...
* #author ...
*/
class Door extends FlxSprite
{
var state:GhostState;
var firstPass = true;
public function new(X:Float=0, Y:Float=0, level:GhostState, ?SimpleGraphic:Dynamic)
{
super(X, Y, SimpleGraphic);
loadGraphic("assets/images/Stage3/door.png", true, 175, 250, false);
animation.add("open", [0, 1, 2, 3, 4, 5], 30, false);
animation.add("close", [5,4,3,2,1,0], 30, false);
state = level;
//this.animation.play("open");
//state.doors.add(this);
}
public override function update():Void
{
if (firstPass)
{
if (isOnScreen())
{
state.doors.add(new Door(x + 465 + 175, (FlxG.height - 280) / 2, state));
//state.add(new Door(x+465+175, (FlxG.height - 280) / 2, state));
firstPass = false;
}
}
this.x -= state.speed;
if (this.x <= 0-this.width)
{
this.destroy();
}
}
public function open()
{
trace("open");
animation.play("open", true, 0);
}
public function close()
{
animation.play("close", true, 0);
}
}
Some information abut the code, as I'm bad at remembering to comment:
doors is a group that contains all doors in the state
doorIndex is the next door the ghost is supposed to move to next (so
doorIndex - 1 is the door it's at right now)
Why isn't it triggering? And how should I go about fixing this?
The update(elapsed:Float) function has an elapsed paremeter and inside of the function you override you must call the super.update(elapsed) parent function becase the animations are computed in this parent function.

Resources