World of Warcraft UI - custom frame without addon - user-interface

In World Of Warcraft I have created a little coords script that outputs current coords:
local function ou(self,elapsed)
px,py=GetPlayerMapPosition("player")
DEFAULT_CHAT_FRAME:AddMessage(format("( %s ) [%f , %f]",GetZoneText(), px *100, py *100))
end
local f = CreateFrame("frame")
f:SetScript("OnUpdate", ou)
This however spams default chat frame...
How would I create custom frame and how would I access it?
(I can't use custom channel with SendChatMessage)
...I would like to do this WITHOUT making an addon, thanks :)

I found a solution in storing frame in global variable, as I don't intend to create a plugin, the whole program requires a few macros (macro's maximum number of characters is 255).
First macro - prepare function that will set frame attributes later
f = input frame that will be set
x = x coordinate of position
y = y coordinate of position
function setMyFrame(f,x,y)
f:SetSize(288,100)
f:SetPoint("TOPLEFT",UIParent,"TOPLEFT",x,y)
f.text = f.text or f:CreateFontString(nil,"ARTWORK","QuestFont_Shadow_Huge")
f.text:SetAllPoints(true)
end
Second macro - prepare coords function that will set current coords as frame's text
ctotel = time elapsed since last update of the frame
creft = how often should the frame be updated in SECONDS - good one is 0.1 - 10 times a second is performance friendly and fast enaugh to coords update
f = input frame that will be updated
i = "how long it's been since the last update call cycle" (you don't set that - it is inherited from the WoW system)
ctotel = 0
creft = 0.1
function myCoords(f,i)
ctotel = ctotel + i
if ctotel >= creft then
px,py=GetPlayerMapPosition("player")
f.text:SetText(format("( %s ) [%f , %f]",GetZoneText(), px *100, py *100))
ctotel = 0
end
end
Third macro - store frame in global variable and set it and run update script with myCoords as callback
myCoordsFrame = CreateFrame("Frame","MyCoordsFrame",UIParent)
setMyFrame(myCoordsFrame, 500, 0)
myCoordsFrame:SetScript("OnUpdate", myCoords)
Of course in game all macros have to be preceeded with /run and have to be inlined - no line breaks - instead of linebreak just make space...
Also you have to run macros in THIS ^^^ order (first=>second=>third)
Advantage in setting frame and creft as globals:
Frames can't be destroyed while in the world (you have to relog to destroy them) so when it's global you can later move it with
/run setMyFrame(myCoordsFrame, NEW_X_COORDINATE, NEW_Y_COORDINATE)
If you would like the coords to update slower/faster you can do it by resetting the creft - e.g. to almost realtime refresh every 0.05 or even 0.01 seconds:
/run creft = 0.05 ... or even /run creft = 0.01
Make Coords movable - draggable by left mouse (credit to Wanderingfox from WoWhead):
myCoordsFrame:SetMovable(true)
myCoordsFrame:EnableMouse(true)
myCoordsFrame:SetScript("OnMouseDown",function() myCoordsFrame:StartMoving() end)
myCoordsFrame:SetScript("OnMouseUp",function() myCoordsFrame:StopMovingOrSizing() end)
...and as copy-paste ingame macro:
/run myCoordsFrame:SetMovable(true) myCoordsFrame:EnableMouse(true) myCoordsFrame:SetScript("OnMouseDown",function() myCoordsFrame:StartMoving() end) myCoordsFrame:SetScript("OnMouseUp",function() myCoordsFrame:StopMovingOrSizing() end)

Related

How to make a GUI fade in roblox studio?

Hello roblox studio scripters,
I'm a intermediate scripter-builder and need some help with the gui for my game.
I have a start screen with a play button like this:
I'm trying to fade out the gui when the button is clicked, but none of the tutorials worked. This is my script for the button:
local button = script.Parent
local gui = script.Parent.Parent.Parent
button.MouseButton1Down:Connect(function()
gui.Enabled = false
end)
I don't know how to do the changing, would it be BackgroundTransparency? How would you change the transparency from 0 to 1 in 0.01 increments?
I tried to make the gui fade with a for loop, changing the BackgroundTransparency but that didn't work, this is that code:
local button = script.Parent
local gui = script.Parent.Parent.Parent
button.MouseButton1Down:Connect(function()
for i = 0, 100, 1 do
gui.Frame.BackgroundTransparency + 0.01
wait(0.01)
gui.Enabled = false
end
end)
I don't know why it isn't working.
If I have a typo or something, please tell me.
Thanks!
The loop solution has a few typos, here it is fixed:
local button = script.Parent
local gui = script.Parent.Parent.Parent
button.MouseButton1Down:Connect(function()
for i = 0, 100 do
gui.Frame.BackgroundTransparency += 0.01 -- += adds 0.01 each time
task.wait(0.01) -- better than wait(0.01)
end
gui.Enabled = false
end)
However, this is not an ideal solution. A better system would use Roblox's TweenService to change the gui's transparency. Tweens are less jittery, are easier to modify, and have lots of customisation properties including repeating, changing length of time, and style of easing (e.g. going faster at first, then slower near the end; see Easing Styles on the Roblox docs).
local TweenService = game:GetService("TweenService")
local button = script.Parent
local gui = script.Parent.Parent.Parent
local tweenInfo = TweenInfo.new(
2, -- Time
Enum.EasingStyle.Linear, -- Easing Style
Enum.EasingDirection.Out -- Easing Direction
-- See https://create.roblox.com/docs/reference/engine/datatypes/TweenInfo for more available properties
)
local tween = TweenService:Create(
gui.Frame, -- Instance to tween
tweenInfo, -- TweenInfo
{ Transparency = 1 } -- What we want to change
)
button.MouseButton1Down:Connect(function()
tween:Play()
tween.Completed:Wait() -- Wait until tween is complete
gui.Enabled = false
end)
Though both of these solutions change only the transparency of the background, so the child elements, such as the Playbutton, will stay visible until the gui is disabled. You may wish to replace the Frame with a CanvasGroup, which also changes the transparency of its children when its GroupTransparency property is changed.
local tween = TweenService:Create(
gui.CanvasGroup, -- Instance to tween
tweenInfo, -- TweenInfo
{ GroupTransparency = 1 } -- What we want to change
)

How to only animate the even frames in Abaqus?

I'm working on thermal simulations in Abaqus. I only need to animate the even frame numbers, so instead of the animation going 1,2,3,4,5 I need it to go 2,4,6,8,10.
Is there a way to only show the even frames? If so, how?
Go to Result --> Active Steps/Frames and deselect the frames that you don't want to be displayed and animated.
You can easily do this using Abaqus Python script.
Following is the overview of steps:
# getting current viewport object
vpName = session.currentViewportName
viewport = session.viewports[vpName]
# get odb object from viewport
odb= viewport.displayedObject
# Get all the steps available in the odb
stepNames = odb.steps.keys()
# Create animation object
ani = session.ImageAnimation(fileName='animation' ,format=AVI)
# add required frame to the animation object
for stepName in stepNames:
stpID = odb.steps[stepName].number - 1
nfrm = len(odb.steps[stp].frames)
for frmID in range(0, nfrm, 2): # 2 --> even frames will be added
viewport.odbDisplay.setFrame(step=stpID,frame=frmID)
ani.writeFrame(canvasObjects=(viewport, ))
ani.close()

GODOT - Full Attack Animation Not Playing

I have this simple game i made in Godot Game Engine, and i have implemented some animations in my game's main character.
1. Run
This is a simple run animation i've added, which is played when the character is moving
2. Idle
This animation is more like a single image which is played when the character is not moving
3. Attack
This animation is played when user presses Left Mouse Button.
I am having my issue in attack animation, when i press Left Mouse Button my Animation doesn't play, instead i get first frame of the animation and then character goes back to idle Animation.
This is how it looks like:
This is my Character's Code:
extends KinematicBody2D
var _inputVec = Vector2.ZERO
var VELOCITY = Vector2.ZERO
var LAST_INPUT = Vector2.ZERO
const MAX_SPEED = 70
const ACCELERATION = 500
const FRICTION = 500
onready var animationPlayer = $AnimationPlayer
func _ready():
print("game started!")
func _physics_process(delta):
_inputVec.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
_inputVec.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
_inputVec = _inputVec.normalized()
if _inputVec != Vector2.ZERO:
if _inputVec.x > 0:
animationPlayer.play("playerRunRight")
elif _inputVec.y < 0:
animationPlayer.play("playerRunUp")
elif _inputVec.y > 0:
animationPlayer.play("playerRunDown")
else:
animationPlayer.play("playerRunLeft")
VELOCITY = VELOCITY.move_toward(_inputVec * MAX_SPEED, ACCELERATION * delta)
LAST_INPUT = _inputVec
else:
VELOCITY = VELOCITY.move_toward(Vector2.ZERO, FRICTION * delta)
if Input.is_action_just_pressed("ui_lmb"):
if LAST_INPUT.x > 0:
animationPlayer.play("playerAttackRight")
elif LAST_INPUT.y < 0:
animationPlayer.play("playerAttackUp")
elif LAST_INPUT.y > 0:
animationPlayer.play("playerAttackDown")
else:
animationPlayer.play("playerAttackLeft")
else:
if LAST_INPUT.x > 0:
animationPlayer.play("playerIdleRight")
elif LAST_INPUT.y < 0:
animationPlayer.play("playerIdleUp")
elif LAST_INPUT.y > 0:
animationPlayer.play("playerIdleDown")
else:
animationPlayer.play("playerIdleLeft")
VELOCITY = move_and_slide(VELOCITY)
Full Project is Available at my Github Repo
Remember that _physics_process runs once per (physics) frame.
So, one frame you pressed the left mouse button, and this line got to execute:
animationPlayer.play("playerAttackRight")
But next (physics) frame, you had not just pressed the left mouse button, so this conditional is false:
if Input.is_action_just_pressed("ui_lmb"):
And then this line get to execute:
animationPlayer.play("playerIdleRight")
As a result, you only see about one frame of the "playerAttackRight" animation.
You are going to need to keep track of the current state (running, attacking, idle). The rule is that you can change from running to idle immediately, but you can only change from attacking to idle, when the attack animation ends.
You can keep track of the current state with a variable, of course. You can take input and the value of the state of the variable to decide the new state. Then separately read the state variable and decide which animation to play. You may also want to set the state variable when some animations end.
And to do something when an animation ends, you can either resource to yield:
yield(animationPlayer, "animation_finished")
Which will have your code resume after it receives the "animation_finished" signal.
Or, otherwise you can connect to the "animation_finished" signal.
By the way, you can also queue animations:
animationPlayer.queue("name_of_some_animation")
While using AnimationPlayer like you do is OK. When it gets complex, there is another tool you should consider: AnimationTree.
Create an AnimationTree node, give it your animation player, and set the root to a new AnimationNodeStateMachine. There you can create your state machine, and configure if the transition between them is immediate or at the end.
Then, from code, you can get the state machine playback object, like this:
var state_machine = $AnimationTree.get("parameters/playback")
You can ask it what the current state is with:
var state:String = state_machine.get_current_node()
Which you can use as part of the decision of which state you want to go to. And then tell it you want it to go to a different state, like this:
state_machine.travel("name_of_some_state")
And using that it will respect the transitions you set, so you do not have to worry about it in code.
You can find more information about using AnimationTree at:
Using AnimationTree
Controlling Animation States

How can I make a GUI that shows how many bricks i have collected?

Each brick in my game has a value, and it gets added to leaderstats. But, I want a GUI to show how many BRICKS they have collected. For example, 2 bricks in my game are worth 32 points to be stored in leaderstats. Instead of showing the total, 64, i want it to show the amount of bricks i collected: 2.
Here is the code that collects the bricks and stores them in leaderstats:
script.Parent.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") ~= nil then
if db == true then
db = false
script.Parent.Transparency = 1
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
player.leaderstats.ElectoralVotes.Value = player.leaderstats.ElectoralVotes.Value + 37.5
script.Sound:Play()
wait(1)
script.Parent:Remove()
end
end
end)
I want to keep the leaderstats in the top right, but on the screen i also want it to show the amount of bricks collected. Does anyone know how i could implement this into my game?
make a Main GUi and insert an TextLabel inside it insert Int value and a script and put the MainGUI in The Starter Gui Pack
next type the below code in the script if TextLabel:
local my_text_gui = script.Parent.TextLabel
local brick_count = my_gui.IntValue
local function change_value()
my_text_gui.Text = brick_count.Value
brick_count:GetPropertyChangedSignal("Value"):Connect(change_value())
Then change the touch detection script and add a value adding code given bellow(works only when the touch detection script is not a local script)
script.Parent.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") ~= nil then
if db == true then
db = false
script.Parent.Transparency = 1
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
player.leaderstats.ElectoralVotes.Value = player.leaderstats.ElectoralVotes.Value + 37.5
hit.Parent.PlayerGui.Your_Brick_Counter_GUI.IntValue = hit.Parent.PlayerGui.Your_Brick_Counter_GUI.IntValue + 1
script.Sound:Play()
wait(1)
script.Parent:Remove()
end
end
end)
Thanks!

psychopy polygon on top of image

using psychopy ver 1.81.03 on a mac I want to draw a polygon (e.g. a triangle) on top of an image.
So far, my image stays always on top and thus hides the polygon, no matter the order I put them in. This also stays true if I have the polygon start a frame later than the image.
e.g. see inn the code below (created with the Builder before compiling) how both a blue square and a red triangle are supposed to start at frame 0, but when you run it the blue square always covers the red triangle!?
Is there a way to have the polygon on top? Do I somehow need to merge the image and polygon before drawing them?
Thank you so much for your help!!
Sebastian
#!/usr/bin/env python2
# -*- coding: utf-8 -*-
"""
This experiment was created using PsychoPy2 Experiment Builder (v1.81.03), Sun Jan 18 20:44:26 2015
If you publish work using this script please cite the relevant PsychoPy publications
Peirce, JW (2007) PsychoPy - Psychophysics software in Python. Journal of Neuroscience Methods, 162(1-2), 8-13.
Peirce, JW (2009) Generating stimuli for neuroscience using PsychoPy. Frontiers in Neuroinformatics, 2:10. doi: 10.3389/neuro.11.010.2008
"""
from __future__ import division # so that 1/3=0.333 instead of 1/3=0
from psychopy import visual, core, data, event, logging, sound, gui
from psychopy.constants import * # things like STARTED, FINISHED
import numpy as np # whole numpy lib is available, prepend 'np.'
from numpy import sin, cos, tan, log, log10, pi, average, sqrt, std, deg2rad, rad2deg, linspace, asarray
from numpy.random import random, randint, normal, shuffle
import os # handy system and path functions
# Ensure that relative paths start from the same directory as this script
_thisDir = os.path.dirname(os.path.abspath(__file__))
os.chdir(_thisDir)
# Store info about the experiment session
expName = u'test_triangle_over_square' # from the Builder filename that created this script
expInfo = {'participant':'', 'session':'001'}
dlg = gui.DlgFromDict(dictionary=expInfo, title=expName)
if dlg.OK == False: core.quit() # user pressed cancel
expInfo['date'] = data.getDateStr() # add a simple timestamp
expInfo['expName'] = expName
# Data file name stem = absolute path + name; later add .psyexp, .csv, .log, etc
filename = _thisDir + os.sep + 'data/%s_%s_%s' %(expInfo['participant'], expName, expInfo['date'])
# An ExperimentHandler isn't essential but helps with data saving
thisExp = data.ExperimentHandler(name=expName, version='',
extraInfo=expInfo, runtimeInfo=None,
originPath=None,
savePickle=True, saveWideText=True,
dataFileName=filename)
#save a log file for detail verbose info
logFile = logging.LogFile(filename+'.log', level=logging.EXP)
logging.console.setLevel(logging.WARNING) # this outputs to the screen, not a file
endExpNow = False # flag for 'escape' or other condition => quit the exp
# Start Code - component code to be run before the window creation
# Setup the Window
win = visual.Window(size=(1280, 800), fullscr=True, screen=0, allowGUI=False, allowStencil=False,
monitor='testMonitor', color=[0,0,0], colorSpace='rgb',
blendMode='avg', useFBO=True,
)
# store frame rate of monitor if we can measure it successfully
expInfo['frameRate']=win.getActualFrameRate()
if expInfo['frameRate']!=None:
frameDur = 1.0/round(expInfo['frameRate'])
else:
frameDur = 1.0/60.0 # couldn't get a reliable measure so guess
# Initialize components for Routine "trial"
trialClock = core.Clock()
ISI = core.StaticPeriod(win=win, screenHz=expInfo['frameRate'], name='ISI')
square = visual.ImageStim(win=win, name='square',units='pix',
image=None, mask=None,
ori=0, pos=[0, 0], size=[200, 200],
color=u'blue', colorSpace='rgb', opacity=1,
flipHoriz=False, flipVert=False,
texRes=128, interpolate=True, depth=-1.0)
polygon = visual.ShapeStim(win=win, name='polygon',units='pix',
vertices = [[-[200, 300][0]/2.0,-[200, 300][1]/2.0], [+[200, 300][0]/2.0,-[200, 300][1]/2.0], [0,[200, 300][1]/2.0]],
ori=0, pos=[0, 0],
lineWidth=1, lineColor=[1,1,1], lineColorSpace='rgb',
fillColor=u'red', fillColorSpace='rgb',
opacity=1,interpolate=True)
# Create some handy timers
globalClock = core.Clock() # to track the time since experiment started
routineTimer = core.CountdownTimer() # to track time remaining of each (non-slip) routine
#------Prepare to start Routine "trial"-------
t = 0
trialClock.reset() # clock
frameN = -1
# update component parameters for each repeat
# keep track of which components have finished
trialComponents = []
trialComponents.append(ISI)
trialComponents.append(square)
trialComponents.append(polygon)
for thisComponent in trialComponents:
if hasattr(thisComponent, 'status'):
thisComponent.status = NOT_STARTED
#-------Start Routine "trial"-------
continueRoutine = True
while continueRoutine:
# get current time
t = trialClock.getTime()
frameN = frameN + 1 # number of completed frames (so 0 is the first frame)
# update/draw components on each frame
# *square* updates
if frameN >= 0 and square.status == NOT_STARTED:
# keep track of start time/frame for later
square.tStart = t # underestimates by a little under one frame
square.frameNStart = frameN # exact frame index
square.setAutoDraw(True)
# *polygon* updates
if frameN >= 0 and polygon.status == NOT_STARTED:
# keep track of start time/frame for later
polygon.tStart = t # underestimates by a little under one frame
polygon.frameNStart = frameN # exact frame index
polygon.setAutoDraw(True)
# *ISI* period
if t >= 0.0 and ISI.status == NOT_STARTED:
# keep track of start time/frame for later
ISI.tStart = t # underestimates by a little under one frame
ISI.frameNStart = frameN # exact frame index
ISI.start(0.5)
elif ISI.status == STARTED: #one frame should pass before updating params and completing
ISI.complete() #finish the static period
# check if all components have finished
if not continueRoutine: # a component has requested a forced-end of Routine
routineTimer.reset() # if we abort early the non-slip timer needs reset
break
continueRoutine = False # will revert to True if at least one component still running
for thisComponent in trialComponents:
if hasattr(thisComponent, "status") and thisComponent.status != FINISHED:
continueRoutine = True
break # at least one component has not yet finished
# check for quit (the Esc key)
if endExpNow or event.getKeys(keyList=["escape"]):
core.quit()
# refresh the screen
if continueRoutine: # don't flip if this routine is over or we'll get a blank screen
win.flip()
else: # this Routine was not non-slip safe so reset non-slip timer
routineTimer.reset()
#-------Ending Routine "trial"-------
for thisComponent in trialComponents:
if hasattr(thisComponent, "setAutoDraw"):
thisComponent.setAutoDraw(False)
win.close()
core.quit()
As per Jonas' comment above, PsychoPy uses a layering system in which subsequent stimuli are drawn on top of previous stimuli (as in his code examples).
In the graphical Builder environment, drawing order is represented by the vertical order of stimulus components: stimuli at the top are drawn first, and ones lower down are progressively layered upon them.
You can change the order of stimulus components by right-clicking on them and selecting "Move up", "move down", etc as required.
Sebastian, has, however, identified a bug here, in that the intended drawing order is not honoured between ImageStim and ShapeStim components. As a work-around, you might be able to replace your ShapeStim with a bitmap representation, displayed using an ImageStim. Multiple ImageStims should draw correctly (as do multiple ShapeStims). To get it to draw correctly on top of another image, be sure to save it as a .png file, which supports transparency. That way, only the actual shape will be drawn on top, as its background pixels can be set to be transparent and will not mask the the underlying image.
For a long-term solution, I've added your issue as a bug report to the PsychoPy GitHub project here:
https://github.com/psychopy/psychopy/issues/795
It turned out to be a bug in the Polygon component in Builder.
This is fixed in the upcoming release (1.82.00). The changes needed to make the fix can be seen at
https://github.com/psychopy/psychopy/commit/af1af9a7a85cee9b4ec8ad5e2ff1f03140bd1a36
which you can add to your own installation if you like.
cheers,
Jon

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