GMS2 Argument always returns undefined - game-maker-studio-2

I'm new to Game Maker Studio 2, whenever I try to call my script with scr_tile_collision(collision_tile_map_id, 16, velocity_[vector2_x]);, it states that the arguments are undefined. In my script I have the following, no matter whether I make the variables local or not, the script cannot seem to detect the params.
/// #param tile_map_id
/// #param tile_size
/// #param velocity_array
var tile_map_id = argument0;
var tile_size = argument1;
var velocity = argument2;
// For the velocity array
var vector2_x = 0;
var vector2_y = 1;
show_debug_message(tile_map_id); // no matter which variable is placed here, it is undefined.
// Move horizontally
x = x + velocity[vector2_x];
// Right collisions
if velocity[vector2_x] > 0 {
var tile_right = scr_collision(tile_map_id, [bbox_right-1, bbox_top], [bbox_right-1, bbox_bottom-1]);
if tile_right {
x = bbox_right & ~(tile_size-1);
x -= bbox_right-x;
velocity[# vector2_x] = 0;
}
} else {
var tile_left = scr_collision(tile_map_id, [bbox_left, bbox_top], [bbox_left, bbox_bottom-1]);
if tile_left {
x = bbox_left & ~(tile_size-1);
x += tile_size+x-bbox_left;
velocity[# vector2_x] = 0;
}
}
// Move vertically
y += velocity[vector2_y];
// Vertical collisions
if velocity[vector2_y] > 0 {
var tile_bottom = scr_collision(tile_map_id, [bbox_left, bbox_bottom-1], [bbox_right-1, bbox_bottom-1]);
if tile_bottom {
y = bbox_bottom & ~(tile_size-1);
y -= bbox_bottom-y;
velocity[# vector2_y] = 0;
}
} else {
var tile_top = scr_collision(tile_map_id, [bbox_left, bbox_top], [bbox_right-1, bbox_top]);
if tile_top {
y = bbox_top & ~(tile_size-1);
y += tile_size+y-bbox_top;
velocity[# vector2_y] = 0;
}
}

As of GMS2 2.3.0, the scripts in GMS2 needs to be within functions.
Normally these scripts should've been converted automatically, but perhaps that didn't happened for you. Try making a new script, and the function will appear there (along with a message in the comments about the new scripts), and you'll be able to assign parameters within that function.

Related

InDesign Text Modification Script Skips Content

This InDesign Javascript iterates over textStyleRanges and converts text with a few specific appliedFont's and later assigns a new appliedFont:-
var textStyleRanges = [];
for (var j = app.activeDocument.stories.length-1; j >= 0 ; j--)
for (var k = app.activeDocument.stories.item(j).textStyleRanges.length-1; k >= 0; k--)
textStyleRanges.push(app.activeDocument.stories.item(j).textStyleRanges.item(k));
for (var i = textStyleRanges.length-1; i >= 0; i--) {
var myText = textStyleRanges[i];
var converted = C2Unic(myText.contents, myText.appliedFont.fontFamily);
if (myText.contents != converted)
myText.contents = converted;
if (myText.appliedFont.fontFamily == 'Chanakya'
|| myText.appliedFont.fontFamily == 'DevLys 010'
|| myText.appliedFont.fontFamily == 'Walkman-Chanakya-905') {
myText.appliedFont = app.fonts.item("Utsaah");
myText.composer="Adobe World-Ready Paragraph Composer";
}
}
But there are always some ranges where this doesn't happen. I tried iterating in the forward direction OR in the backward direction OR putting the elements in an array before conversion OR updating the appliedFont in the same iteration OR updating it a different one. Some ranges are still not converted completely.
I am doing this to convert the Devanagari text encoded in glyph based non-Unicode encoding to Unicode. Some of this involves repositioning vowel signs etc and changing the code to work with find/replace mechanism may be possible but is a lot of rework.
What is happening?
See also: http://cssdk.s3-website-us-east-1.amazonaws.com/sdk/1.0/docs/WebHelp/app_notes/indesign_text_frames.htm#Finding_and_changing_text
Sample here: https://www.dropbox.com/sh/7y10i6cyx5m5k3c/AAB74PXtavO5_0dD4_6sNn8ka?dl=0
This is untested since I'm not able to test against your document, but try using getElements() like below:
var doc = app.activeDocument;
var stories = doc.stories;
var textStyleRanges = stories.everyItem().textStyleRanges.everyItem().getElements();
for (var i = textStyleRanges.length-1; i >= 0; i--) {
var myText = textStyleRanges[i];
var converted = C2Unic(myText.contents, myText.appliedFont.fontFamily);
if (myText.contents != converted)
myText.contents = converted;
if (myText.appliedFont.fontFamily == 'Chanakya'
|| myText.appliedFont.fontFamily == 'DevLys 010'
|| myText.appliedFont.fontFamily == 'Walkman-Chanakya-905') {
myText.appliedFont = app.fonts.item("Utsaah");
myText.composer="Adobe World-Ready Paragraph Composer";
}
}
A valid approach is to use hyperlink text sources as they stick to the genuine text object. Then you can edit those source texts even if they were actually moved elsewhere in the flow.
//Main routine
var main = function() {
//VARS
var doc = app.properties.activeDocument,
fgp = app.findGrepPreferences.properties,
cgp = app.changeGrepPreferences.properties,
fcgo = app.findChangeGrepOptions.properties,
text, str,
found = [], srcs = [], n = 0;
//Exit if no documents
if ( !doc ) return;
app.findChangeGrepOptions = app.findGrepPreferences = app.changeGrepPreferences = null;
//Settings props
app.findChangeGrepOptions.properties = {
includeHiddenLayers:true,
includeLockedLayersForFind:true,
includeLockedStoriesForFind:true,
includeMasterPages:true,
}
app.findGrepPreferences.properties = {
findWhat:"\\w",
}
//Finding text instances
found = doc.findGrep();
n = found.length;
//Looping through instances and adding hyperlink text sources
//That's all we do at this stage
while ( n-- ) {
srcs.push ( doc.hyperlinkTextSources.add(found[n] ) );
}
//Then we edit the stored hyperlinks text sources 's texts objects contents
n = srcs.length;
while ( n-- ) {
text = srcs[n].sourceText;
str = text.contents;
text.contents = str+str+str+str;
}
//Eventually we remove the added hyperlinks text sources
n = srcs.length;
while ( n-- ) srcs[n].remove();
//And reset initial properties
app.findGrepPreferences.properties = fgp;
app.changeGrepPreferences.properties = cgp;
app.findChangeGrepOptions.properties =fcgo;
}
//Running script in a easily cancelable mode
var u;
app.doScript ( "main()",u,u,UndoModes.ENTIRE_SCRIPT, "The Script" );

Vulkan copying image from swap chain

I am using the vkCmdCopyImageToBuffer function and getting a memory access violation and don't understand why.
Here is the code:
VkBufferImageCopy region = {};
region.bufferOffset = 0;
region.bufferRowLength = width;
region.bufferImageHeight = height;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = {
width,
height,
1
};
vkCmdCopyImageToBuffer(m_drawCmdBuffers[i], m_swapChain.buffers[i].image,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, m_renderImage, 1, &region);
The swapchain images are created here in the initialization code:
// Get the swap chain images
images.resize(imageCount);
VK_CHECK_RESULT(fpGetSwapchainImagesKHR(device, swapChain, &imageCount, images.data()));
// Get the swap chain buffers containing the image and imageview
buffers.resize(imageCount);
for (uint32_t i = 0; i < imageCount; i++)
{
VkImageViewCreateInfo colorAttachmentView = {};
colorAttachmentView.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
colorAttachmentView.pNext = NULL;
colorAttachmentView.format = colorFormat;
colorAttachmentView.components = {
VK_COMPONENT_SWIZZLE_R,
VK_COMPONENT_SWIZZLE_G,
VK_COMPONENT_SWIZZLE_B,
VK_COMPONENT_SWIZZLE_A
};
colorAttachmentView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorAttachmentView.subresourceRange.baseMipLevel = 0;
colorAttachmentView.subresourceRange.levelCount = 1;
colorAttachmentView.subresourceRange.baseArrayLayer = 0;
colorAttachmentView.subresourceRange.layerCount = 1;
colorAttachmentView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorAttachmentView.flags = 0;
buffers[i].image = images[i];
colorAttachmentView.image = buffers[i].image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorAttachmentView, nullptr, &buffers[i].view));
}
And my buffer is similarly created here:
VkBufferCreateInfo createinfo = {};
createinfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
createinfo.size = width * height * 4 * sizeof(int8_t);
createinfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
createinfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
//create the image copy buffer
vkCreateBuffer(m_device, &createinfo, NULL, &m_renderImage);
I have tried different pixel formats and different createinfo.usage settings but none help.
VkSurfaceCapabilitiesKHR::supportedUsageFlags defines the limitations on the ways in which you can use the VkImages created by the swap chain. The only one that is guaranteed to be supported is color attachment; all of the other, including transfer src, are optional.
Therefore, you should not assume that you can copy from a presentable image. If you find yourself with a need to do that, you must first query that value. If it does not allow copies, then you must render to your own image, which you copy from. You can render from that image into the presentable one when you intend to present it.

Making a game with 4 possible answer buttons

I am new to ActionScript-3 and I am attempting to make a game to learn more.
For every picture that is displayed I want there to be 4 choices (buttons) and only one of them to be the correct one. But how can I make it so that the text from the buttons will be random.
As you can see I've made it so the 4th button is always the correct answer. I don't want to make all this thing for every picture that is displayed...to much pointless code.
Can anybody help me? If you need extra information I will gladly provide it.
var k:int;
for(k=1;k<=3;k++)
{
GAME.variante.buttonMode=true;
GAME.variante.addEventListener(MouseEvent.MOUSE_OVER,mouse_over_variante);
GAME.variante.addEventListener(MouseEvent.MOUSE_OUT,mouse_out_variante);
GAME.variante.varianta_corecta.addEventListener(MouseEvent.CLICK,variante);
GAME.variante.varianta_gresita1.addEventListener(MouseEvent.CLICK,variante_gresiteunu);
GAME.variante.varianta_gresita2.addEventListener(MouseEvent.CLICK,variante_gresitedoi);
GAME.variante.varianta_gresita3.addEventListener(MouseEvent.CLICK,variante_gresitetrei);
GAME.varianta1.text = "Cameleon";
GAME.varianta2.text = "Snake";
GAME.varianta3.text = "Frog";
GAME.varianta4.text = "Snail";
function variante_gresiteunu(e:MouseEvent){
if (varianta_gresita_apasata1 == 1){
totalScore -= score_variante_gresite;
GAME.text1.text = totalScore;
varianta_gresita_apasata1 = 2;
}
}
function variante_gresitedoi(e:MouseEvent){
if (varianta_gresita_apasata2 == 1){
totalScore -= score_variante_gresite;
GAME.text1.text = totalScore;
varianta_gresita_apasata2 = 2;
}
}
function variante_gresitetrei(e:MouseEvent){
if (varianta_gresita_apasata3 == 1){
totalScore -= score_variante_gresite;
GAME.text1.text = totalScore;
varianta_gresita_apasata3 = 2;
}
}
}
GAME.extra_points.visible = false;
function variante (e:MouseEvent) {
if (GAME.stichere.sticker1.currentFrame == (1)){
GAME.extra_points.visible = true;
GAME.extra_points.plus_ten1.gotoAndPlay(1);
}
//go to great job screen
GAME.greatJob.stars.gotoAndPlay(1);
GAME.greatJob.visible = true;
}
function mouse_over_variante (e:MouseEvent) {
trace(e.target.name);
e.target.gotoAndPlay(1);
}
function mouse_out_variante (e:MouseEvent) {
e.target.gotoAndStop(1);
}
You like to have 4 images and they will be tested right?
The text below the images will be randomness. I saw your code and I
confess I was confused. I made a different one.
I undestand that this code is a little diferent of what you ask, but i think it will > give you some new ideas and help you on your app...
//start button added on the sceen named f3toc. I give a function name for him f3roll.
f3toc.addEventListener(MouseEvent.CLICK,f3roll);
function f3roll(e:MouseEvent):void{
//creating variables for the picture.
var bola:Number
var quadrado:Number
var pentagono:Number
//Here is just a randomization code, you can change it to the what you want to use after the =
bola = Math.ceil(Math.random() * 10);
pentagono = Math.ceil(Math.random() * 10);
f3res1_txt.text = String (bola + 8 + 8);
f3res2_txt.text = String(bola - 1 + bola);
f3res3_txt.text = String (pentagono + 10 - bola);
//converting number to string so we can put tem into the text fields.
var pentagonotring:String = pentagono.toString();
var bolastring:String = bola.toString();
//function to check wen the name is correct. each wrong do nothing and every correct add 1 to a variable, in the end wen this variable reach 3 it does something.
f3check_bnt.addEventListener (MouseEvent.CLICK, f3check);
function f3check (e:MouseEvent):void{
if (f3inp2_txt.text == pentagonotring){
f3ver_ext2.text = "Correct"
} else {f3ver_ext2.text = "Wrong";}
if (f3inp1_txt.text == bolastring){
f3ver_ext1.text = "Correct"
}else {f3ver_ext1.text = "Wrong";}
// function to check wen the variable pass reach 3
pass = 0;
if (f3ver_ext1.text == "Correct"){
pass++
}
if (f3ver_ext2.text == "Correct"){
pass++
if (pass == 3){
nextFrame();
}}}}

Replace certain cell values in a column

Disclaimer: I am Newb. I understand scripting a little, but writing it is a pain for me, mostly with loops and arrays, hence the following.
I am attempting to pull all of the data from a specific column (in this case H [8]), check each cell's value in that column and if it is a y, change it to Yes; if it's n, change it to No; if it's empty, leave it alone and move onto the next cell.
Here's what I have so far. As usual, I believe I'm pretty close, but I can't set the value of the active cell and I can't see where I'm messing it up. At one point I actually changed ever value to Yes in the column (so thankful for undo in these cases).
Example of Sheet:
..... COL-H
r1... [service] <-- header
r2... y
r3... y
r4... n
r5... _ <-- empty
r6... y
Intent: Change all y's to Yes and all n's to No (skip blank cells).
What I've tried so far:
Function attempt 1
function Thing1() {
var ss = SpreadsheetApp.getActiveSpreadsheet().getSheetByName("mySheet");
var lrow = ss.getLastRow();
var rng = ss.getRange(2, 8, lrow - 1, 1);
var data = rng.getValues();
for (var i=0; i < data.length; i++) {
if (data[i][0] == "y") {
data[i][0] == "Yes";
}
}
}
Function attempt 2
function Thing2() {
var ss = SpreadsheetApp.getActiveSpreadsheet().getSheetByName("mySheet");
var lrow = ss.getLastRow();
var rng = ss.getRange(2, 8, lrow - 1, 1);
var data = rng.getValues();
for (var i=0; i < data.length; i++) {
if (data[i][0] == "n") {
data.setValue("No");
} else if (data[i][0] == "y") {
data.setValue("Yes");
}
}
}
Usage:
Once I'm done here, I want to modify the function so that I can target any column and change one value to another (I already have a method for that, but I need to be able to set the value). It would be like so: =replace(sheet, col, orig_value, new_value). I will post it as well below.
Thanks in advance for the help.
Completed Code for searching and replacing within a column
function replace(sheet, col, origV1, newV1, origV2, newV2) {
// What is the name of the sheet and numeric value of the column you want to search?
var sheet = Browser.inputBox('Enter the target sheet name:');
var col = Browser.inputBox('Enter the numeric value of the column you\'re searching thru');
// Add old and new targets to change (Instance 1):
var origV1 = Browser.inputBox('[Instance 1:] What old value do you want to replace?');
var newV1 = Browser.inputBox('[Instance 1:] What new value is replacing the old?');
// Optional - Add old and new targets to change (Instance 2):
var origV2 = Browser.inputBox('[Instance 2:] What old value do you want to replace?');
var newV2 = Browser.inputBox('[Instance 2:] What new value is replacing the old?');
// Code to search and replace data within the column
var ss = SpreadsheetApp.getActiveSpreadsheet().getSheetByName(sheet);
var lrow = ss.getLastRow();
var rng = ss.getRange(2, col, lrow - 1, 1);
var data = rng.getValues();
for (var i=0; i < data.length; i++) {
if (data[i][0] == origV1) {
data[i][0] = newV1;
} else if (data[i][0] == origV2) {
data[i][0] = newV2;
}
}
rng.setValues(data);
}
Hope this helps someone out there. Thanks Again #ScampMichael!
The array named data was created from the values in the range and is independent of the spreadsheet after it is created so changing an element in the array does not affect the spreadsheet. You must modify the array and then put the whole array back where it came from.
for (var i=0; i < data.length; i++) {
if (data[i][0] == "n") {
data[i][0] = "No";
} else if (data[i][0] == "y") {
data[i][0] = "Yes";
}
}
rng.setValues(data); // replace old data with new
}

a bar to indicator the percentage, but not a progress bar

I need a bar which indicate a percentage of something, like battery engry or used space size of a hard disk. Like
This is not a progress bar. When I use progress bar, each time I send the message PBM_SETPOS, it will increase from 0 to the pos.
The bar must have the ability for me to set a value manually, and after it, it will change the color region to the specified length directly, rather than in a increasement way.
Does WinAPI has a build in function for this purpose?
Use a Panel and then set a label with in it...Then set the width of label with backcolor based on percentage...
Code as follows:
string s27 = "select percentage from CandidateReg3 where candidateid='" + candidateid + "'";
DataTable d17 = cn.viewdatatable(s27);
if (d17.Rows.Count > 0) {
for (int m = 0; m < d17.Rows.Count; m++) {
percreg3 = int.Parse(d17.Rows[m]["percentage"].ToString());
percregtotal = percreg3 + percreg;
}
} else {
percregtotal = percreg;
}
decimal percregtotals = (decimal)percregtotal / 100;
double percent = Convert.ToDouble(percregtotals);
// double percent = 1;
IndicatorLabel.Width = new Unit(percent * IndicatorPanel.Width.Value, UnitType.Pixel);
IndicatorLabel.ToolTip = percent.ToString("p0");
IndicatorLabel.Text = percent.ToString("p0");
IndicatorLabel.ForeColor=Color.White;
// IndicatorLabel.Text = "";
IndicatorLabel.BackColor = Color.Green;

Resources