I made a games where different items(rectangles with textures) should be created regularly. These Items are always moving left (like this) so it should look like this:
But if it's lagging or if I click on the menu bar (where the close button etc. is)
and the game "pauses" the items aren't spawning regularly so it looks like this:
This is obstructing the gameplay so I want to fix this.
This is the part where I spawn the items:
public void renderMain(){
timeState += delta;
if (timeState >= 0.32f) {
timeState = 0f;
Item.spawnitem();
}
...
How do I fix this?
Related
Well, I'm back. I solved the ListBox problem by using a ContextMenuStrip — or so I thought!
It comes in perfect, then in a quarter second, two things happen: it disappears, and the TreeNode unselects.
But for that quarter second, it looks perfect!
The way that progresses is, I step through the lines of code on the right of the screenshot, 5 lines, then one more F11, and it appears for a 1/4 second, and the TreeNode UNSELECTS.
But here's another interesting thing:
In Design Mode, I clicked the reference to contextMenuStrip1 in the dialog bar beneath the Form, and it appears in the place I dropped it.
Then a click on the TreeView (white as I suppose you know) and it disappears.
Ah, but then I take the mouse and pull the TreeView over to the right, again click the reference below, again the ContextMenuStrip appears, then I click the TreeView, and AGAIN it disappears!
What am I missing, dear friends? Something to do with the focus?
Much obliged for any help.
Got it! I found that responding to Closing could be stopped for study with a break point. Then poked around in the Properties, and tried a few things. Then ultimately googled and found the answer at
Do not close ContextMenuStrip on selection of certain items. I added AppFocusChange as not a reason to close.
So far, I'm now able to click the members and select them. Progress!
private void contextMenuStrip1_Closing(object sender, ToolStripDropDownClosingEventArgs e)
{
if (e.CloseReason == ToolStripDropDownCloseReason.AppClicked ||
e.CloseReason == ToolStripDropDownCloseReason.AppFocusChange)
e.Cancel = true;
}
if (e.CloseReason == ToolStripDropDownCloseReason.ItemClicked)
{
for (int i = 0; i < 4; i++)
{
if (contextMenuStrip1.Items[i].Selected == true)
{
bool res = DoChoice(i);
if (res == true) e.Cancel = false;
}
}
}
Then, at DoChoice, I'll invoke the Add or Edit accordingly, and always returna Close to the strip.
I'm a new in Unity and making my first 2D game. I seen several topics on this forum in this issue, but I didn't found the solution.
So I have a lovely shooting animation and the bullet generation. My problem, I have to generate the bullet somewhere at the middle of the animation, but the character shoots the bullet and the animation at the same time, which killing the UX :)
I attached an image, about the issue, this is the moment, when the bullet should be initialized, but as you can see it's already on it's way.
Please find my code:
The GameManager update method calls the attackEnemy function:
public void Awake(){
animator = GetComponent ();
animator.SetTrigger ("enemyIdle");
}
//if the enemy pass this point, they stop shooting, and just go off the scren
private float shootingStopLimit = -6f;
public override void attackPlayer(){
//animator.SetTrigger ("enemyIdle");
if (!isAttacking && gameObject.transform.position.y > shootingStopLimit) {
isAttacking = true;
animator.SetTrigger("enemyShoot");
StartCoroutine(doWait());
gameObject.GetComponentInChildren ().fireBullet ();
StartCoroutine (Reload ());
}
}
private IEnumerator doWait(){
yield return new WaitForSeconds(5);
}
private IEnumerator Reload(){
animator.SetTrigger ("enemyIdle");
int reloadTime = Random.Range (4,7);
yield return new WaitForSeconds(reloadTime);
isAttacking = false;
}......
My questions:
- How can I sync the animation and the bullet generation ?
Why not the doWait() works ? :)
Is it okay to call the attackPlayer method from the GameManager update ?
The enemies are flynig from the right side of the screen to the left, when they reach the most right side of the screen, they became visible to the user. I don't know why, but they to a shooting animation (no bullet generation happen )first, only after it they do the idle. Any idea why ?
Thanks,
K
I would suggest checking out animation events. Using animation events, you can call a method to instantiate your bullet.
To use Mecanim Animation Events you need to write the name of the function you want to call at the selected frame in the "Function" area of the "Edit Animation Event" window.
The other boxes are for any variables that you want to pass to that function to trigger whatever you have in mind.
Triggering/blending between different animations can be done in many different ways. The event area is more for other things that you want to trigger that are not related to animation (e.g. audio, particle fx, etc).
My Qt based application has a QMainWindow and another modal widget. This modal widget does not have a restore option. The user is allowed to drag this widget across displays when more than one monitor is available. However, when my widget is large, and the user drags it across to an extended monitor( usually a projector with a very low resolution) the widget is too large for the screen and gets cut.
I want to be able to detect when the user has moved to different screen so that I can resize the widget( and the content within) to fit the new screen's dimension and resolution. Is there any signal that Qt emits for this purpose?
This is probably the function call you are looking for:
http://qt-project.org/doc/qt-5/qdesktopwidget.html#screenNumber
int QDesktopWidget::screenNumber(const QWidget * widget = 0) const
Returns the index of the screen that contains the largest part of
widget, or -1 if the widget not on a screen.
To use this as part of a signal, you should subclass moveEvent and resizeEvent of a QWidget and put your logic for deciding how to place/resize your widget there. If you want to resize like a browser tab that gets dragged onto a new monitor, you may want to just use the point of the mouse instead of the widget to decide which monitor to react to.
So your end code could look something like this:
void Widget::moveEvent(QMoveEvent * e)
{
m_newScreenSize = qApp->desktop()->screenGeometry(this);
}
void Widget::mouseReleaseEvent(QMouseEvent * e)
{
this->resize(m_newScreenSize);
}
Other Links and References
QMoveEvent
QResizeEvent
QDesktopWidget
http://qt-project.org/doc/qt-5/qdesktopwidget.html#details
http://qt-project.org/doc/qt-5/qapplication.html#desktop
http://qt-project.org/doc/qt-5/qmoveevent.html#details
http://qt-project.org/doc/qt-5/qwidget.html#moveEvent
http://qt-project.org/doc/qt-5/qwidget.html#resizeEvent
http://qt-project.org/doc/qt-5/qrect.html#intersects
http://qt-project.org/doc/qt-5/qdesktopwidget.html#availableGeometry-2
const QRect QDesktopWidget::availableGeometry(const QWidget * widget) const
I need a MenuBar on the left side of my screen that can slide in and out. As this app is crossplattform it should be on the left side and not like the usual ApplicationBar on the Bottom or NavigationBar on Top.
What I have so far is:
private bool isTapped = false;
private void TEST_TAP(object sender, TappedRoutedEventArgs e)
{
System.Diagnostics.Debug.WriteLine("TAP");
Storyboard s = new Storyboard();
DoubleAnimation doubleAni = new DoubleAnimation();
doubleAni.To = -30;
if (isTapped) doubleAni.To = 0;
doubleAni.Duration = new Duration(TimeSpan.FromMilliseconds(500));
Storyboard.SetTarget(doubleAni, LOGO);
Storyboard.SetTargetProperty(doubleAni, "(UIElement.RenderTransform).(TranslateTransform.XProperty)");
s.Children.Add(doubleAni);
s.Begin();
}
The bar I want to move is a Grid or should be something similar. But this even fails to move a single Image. I googled a bit and replaced "(UIElement.RenderTransform).(TranslateTransform.XProperty)" with "(Canvas.Left)". This doesn't crash but also doesn't move anything else.
Any ideas or solutions?
EDIT:
Well I played around a lot and now I know (and tested it) that "(Canvas.Left)" only works inside of a Canvas. Yay.
My App looks like this: Scrollview (horizontal) and inside is a Grid with columns to display different stuff. The left-most Column contains another Grid that I want to move out of the screen and back in again. But how do I move a grid with Storyboard-animation?
If anybody thinks of a different way to do this, I'm totally happy if it works in any way.
EDIT2:
It seems to be THE way to use Storyboard.SetTargetProperty(doubleAni, "(UIElement.RenderTransform).(CompositeTransform.TranslateX)"); but it keeps crashing =/
Before using this transform you need to add it:
Storyboard s = new Storyboard();
DoubleAnimation doubleAni = new DoubleAnimation();
doubleAni.To = to;
doubleAni.From = from;
doubleAni.Duration = new Duration(TimeSpan.FromMilliseconds(250));
// THIS LINE IS NEW
NaviBar.RenderTransform = new CompositeTransform();
Storyboard.SetTarget(doubleAni, NaviBar);
Storyboard.SetTargetProperty(doubleAni, "(UIElement.RenderTransform).(CompositeTransform.TranslateX)");
s.Children.Add(doubleAni);
s.Begin();
This does the trick. It's still not the functionality that I wanted but the hardest part - the animation - works now.
I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives.
I am just stuck on how I can create a new screen/game over screen if a player runs out of lives. I would like the process to be like following:
Check IF lives are equal to 0
Pause the game and display a new screen (probably transparent) that says 'Game Over'
When a user clicks or hits ENTER restart the level
Here is the function I currently have to update the lives:
private function loseLive(_ball:FlxObject, _bottomWall:FlxObject):void
{
// check for game over
if (lives_count == 0)
{
}
else
{
FlxG:lives_count -= 1;
lives.text = 'Lives: ' + lives_count.toString()
}
}
Here is my main game.as:
package
{
import org.flixel.*;
public class Game extends FlxGame
{
private const resolution:FlxPoint = new FlxPoint(640, 480);
private const zoom:uint = 2;
private const fps:uint = 60;
public function Game()
{
super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom);
FlxG.flashFramerate = fps;
}
}
}
There are multiple ways to go about doing this...
You could use different FlxStates, like I described in the answer to your other post: Creating user UI using Flixel, although you'll have to get smart with passing the score or whatever around, or use a Registry-type setup
If you want it to actually work like you described above, with a transparent-overlay screen, you can try something like this (keep in mind, the exact details may differ for your project, I'm just trying to give you an idea):
First, make sure you have good logic for starting a level, lets say it's a function called StartLevel.
You'll want to define a flag - just a Boolean - that tracks whether or not the game is still going on or not: private var _isGameOver:Boolean; At the very end of StartLevel(), set this to false.
In your create() function for your PlayState, build a new FlxGroup which has all the things you want on your Game Over screen - some text, an image, and something that says "Press ENTER to Restart" (or whatever). Then set it to visible = false. The code for that might look something like:
grpGameOver = new FlxGroup();
grpGameOver.add(new FlxSprite(10,10).makeGraphic(FlxG.Width-20,FlxG.Height-20,0x66000000)); // just a semi-transparent black box to cover your game screen.
grpGameOver.add(new FlxText(...)); // whatever you want to add to the group...
grpGameOver.visible = false;
add(grpGameOver); // add the group to your State.
Depending on how your game is setup, you may also want to set the objects in your group's scrollFactor to 0 - if your game screen scrolls at all:
grpGameOver.setAll("scrollFactor", new FlxPoint(0,0));
In your update() function, you'll need to split it into 2 parts: one for when the game is over, and one for if the game is still going on:
if (_isGameOver)
{
if (FlxG.keys.justReleased("ENTER"))
{
grpGameOver.visible = false;
StartLevel();
}
}
else
{
... the rest of your game logic that you already have ...
}
super.update();
Keep in mind, if you have things that respond to user input anywhere else - like a player object or something, you might need to change their update() functions to check for that flag as well.
Then, the last thing you need to do is in your loseLive() logic:
if (lives_count == 0)
{
_isGameOver = true;
grpGameOver.visible = true;
}
else
...
That should do it!
I would highly recommend spending some time with different tutorials and sample projects to kind of get a better feel for Flixel in general. Photon Storm has some great material to play with (even though he's jumped over to HTML5 games)
I also want to note that if you get comfortable with the way Flixel handles updates, you can get really smart with your state's update() function and have it only call update on the grpGameOver objects, instead of having to change all your other objects updates individually. Pretty advanced stuff, but can be worth it to learn it.