Switch between Jump and Run animation Andengine - animation

I want switch between Run and Jump animations, but i have some problems :
If the Player run and i tap on the screen, the Player start Jumping (one time), and the Jumpanimation starts but donĀ“t end , so the player is running with the Jumpanimation.
Do you know where my fault is?
My code :
// Runanimation + Player Run
public void setRunning()
{
canRun = true;
final long[] PLAYER_ANIMATE = new long[] { 100, 100, 100,};
animate(PLAYER_ANIMATE, 0, 2, true);
}
// Jumpanimation + Player Jump
public void jump()
{
if (footContacts < 1)
{
return;
}
body.setLinearVelocity(new Vector2(body.getLinearVelocity().x, 10));
final long[] PLAYER_JUMP_ANIMATE = new long[] { 100, 100, 100, 100, 100, 100};
animate(PLAYER_JUMP_ANIMATE, 0, 5,true);
}
Thx Seref

You are animating with loop boolean set to true, which means its keep looping animation. You should have some kinds of flags (booleans) like jumping and running, so inside set running method you should check if jumping equals true, and if so, stopAnimation() and animate using different frames (in this case running)

Related

How to show and hide PImages depending on framerate?

I am a first-year uni student learning Processing and I am having some trouble :(
I want to create the illusion of waves in my program (I am creating an interactive story) and I intend to do this by making a continuous gif.
So far I have loaded images of the wave at each point in the animation in an array of PImages and have created 'if' statements to show them in succession.
How do I make it so that after one image is shown it is hidden as the next one is shown? Currently they are simply layering over one another.
I will paste my code down below,
Thanks for the help!
PImage [] waves = new PImage[3];
void setup() {
size(750, 600);
background(#A3E9EA);
waves[0] = loadImage("wave1.png");
waves[1] = loadImage("wave2.png");
waves[2] = loadImage("wave3.png");
frameRate(5);
}
void draw() {
frameCount++;
println (frameCount);
if (frameCount < 5) {
image(waves[0], 0, 0);
} else {
image(waves[1], 0, 0);
}
if (frameCount < 15 & frameCount > 10) {
image(waves[2], 0, 0);
frameCount = 0;
}
}

How to add countdown timer to Phaser game

I am trying to add a simple countdown timer to a Phaser game. When the timer ends I want the game to restart. After adding the relevant code there are no errors in the console but I can't get the timer to appear on the screen. I am new to Phaser and am still learning Javascript. Where I am going wrong please? I have posted only the relevant code below, and the code used for already existing text in the game that is working fine (text to count coins collected).
PlayState = {};
PlayState.init = function () {
//....
};
PlayState.preload = function () {
this.game.load.image('font:numbers', 'images/numbers.png'); //for the
//HUD coin count - not the timer
};
PlayState.create = function () {
//TIMER CODE:
this.timeInSeconds = 120;
this.timeText = this.game.add.text(this.game.world.centerX,
this.game.world.centerY, "0:00",{font: '15px Arial', fill: '#FFFFFF', align:
'center'});
this.timeText.anchor.set(0.5, 0.5);
this.timer = this.game.time.events.loop(Phaser.Timer.SECOND,
this.updateTimer, this);
};
PlayState.update = function () {
this.coinFont.text = `x${this.coinPickupCount}`; //for HUD coin count not
//the timer
};
//TIMER CODE:
PlayState.updateTimer = function() {
this.timeInSeconds--;
var minutes = Math.floor(this.timeInSeconds / 60);
var seconds = this.timeInSeconds - (minutes * 60);
var timeString = this.addZeros(minutes) + ":" + this.addZeros(seconds);
this.timeText.text = timeString;
if (this.timeInSeconds == 0) {
this.game.state.restart();
}
};
//add leading zeros to any number less than 10
//for example turn 1 to 01
PlayState.addZeros = function(num) {
if (num < 10) {
num = "0" + num;
}
return num;
};
//BELOW IS CODE FOR THE COIN COUNT NOT THE TIMER
PlayState._createHud = function () {
this.keyIcon = this.game.make.image(0, 30, 'icon:key');
this.keyIcon.anchor.set(0, 0.5);
const NUMBERS_STR = '0123456789X ';
this.coinFont = this.game.add.retroFont('font:numbers', 20,
26,NUMBERS_STR, 6);
let coinIcon = this.game.make.image(this.keyIcon.width + 7,
0, 'icon:coin');
let coinScoreImg = this.game.make.image(coinIcon.x +
coinIcon.width, coinIcon.height / 2, this.coinFont);
coinScoreImg.anchor.set(0, 0.5);
this.hud = this.game.add.group();
this.hud.add(coinIcon);
this.hud.position.set(10, 10);
this.hud.add(coinScoreImg);
this.hud.add(this.keyIcon);
this.hud.fixedToCamera = true;
};
window.onload = function () {
let game = new Phaser.Game(1280, 800, Phaser.CANVAS, 'game');
game.state.add('play', PlayState);
game.state.start('play');
};
I have finally solved the issue. The text was not showing because it was being rendered AFTER the background image in create. So it was there but being hidden by the background image. I simply moved the timer code to the end of create and it now works.
PlayState.create = function () {
this.game.world.setBounds(0, 0, 2560, 800);
background1 = this.game.add.sprite(0, 0, 'background');
background2 = this.game.add.sprite(1280, 0, 'background2');
this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.game.scale.setMinMax(480,320,1280,800);
this.game.scale.windowConstraints.bottom = 'visual';
this.game.add.image(0, 0, 'background');
this._loadLevel(this.game.cache.getJSON('level:1'));
this._createHud();
//TIMER CODE SHOULD GO HERE AND NOT AT THE BEGINNING OF CREATE
this.timeInSeconds = 120;
this.timeText = this.game.add.text(220, 30, "0:00",{font: '30px Arial', fill:
'#FFFFFF', align: 'center'});
this.timeText.anchor.set(0.5, 0.5);
this.timer = this.game.time.events.loop(Phaser.Timer.SECOND, this.updateTimer,
this);
};
You set the initial text to "0:00" and even that doesn't show on screen? First thing I would do is look at the coordinates where the text is located, maybe it's not visible off screen. Instead of this.game.world.centerX, this.game.world.centerY try something like 100,100, does it show up then? Also try to set very long initial text, so something like "blah test ABC 123" instead of "0:00" maybe makes some difference.
Secondly, maybe the Arial font is not available for some reason. If you leave out the {font: '15px..'center'} part it will use a default font, does that change anything?
Thirdly, you say you didn't post all your code here, but maybe you accidentally overwrite the variable this.timeText somewhere in you code? So check that you don't set that variable to be something else.
Finally, I would add a console.log to the updateTimer function, just to see if it is being called. so:
PlayState.updateTimer = function() {
console.log('updateTimer was called: ' + this.timeInSeconds);
this.timeInSeconds--;
// etc.

Toggle function not working in Processing (ControlP5)

I just made my image generator work with PNG files. For now, it's divided into 3 categories (backgrounds, objects & texts). These are now all combined, and with every mouse click it randomises these PNGs.
I made three toggles, where you could to choose to show either the background and the objects on top, all of them, or all separate. Whenever I run the sketch, it shows the "grey" background, but when I use the toggles, it doesn't show anything, or shows a flickering image, where the mouse-click can't be used to go to the next image. I can't seem to find the problem. Hopefully, you can help. :)
import controlP5.*;
boolean showBackground = false;
boolean showObjects = false;
boolean showGrids = false;
ControlP5 cp5;
PImage[] myImageArray = new PImage[8];
PImage[] myImageArray2 = new PImage[15];
PImage[] myImageArray3 = new PImage[15];
void setup() {
size(1436, 847);
background(211, 211, 211);
for (int i=0; i<myImageArray.length; i++) {
myImageArray[i] = loadImage ( "o" + i + ".png");
myImageArray2[i] = loadImage ( "g" + i + ".png");
myImageArray3[i] = loadImage( "b" + i + ".jpg");
cp5 = new ControlP5(this);
// create a toggle and change the default look to a (on/off) switch look
cp5.addToggle("showBackground")
.setPosition(40, 250)
.setSize(50, 20)
.setValue(true)
.setMode(ControlP5.SWITCH);
cp5.addToggle("showObjects")
.setPosition(40, 400)
.setSize(50, 20)
.setValue(true)
.setMode(ControlP5.SWITCH);
cp5.addToggle("showGrid")
.setPosition(40, 600)
.setSize(50, 20)
.setValue(true)
.setMode(ControlP5.SWITCH);
}
display();
}
void display() {
image(myImageArray3[(int)random(myImageArray.length)], 0, 0, 1436, 847); // b
image(myImageArray2[(int)random(myImageArray.length)], 0, 0, 1436, 847); // g
image(myImageArray[(int)random(myImageArray.length)], 0, 0, 1436, 847); // o
}
void mousePressed() {
display();
}
void draw() {
pushMatrix();
if (showBackground==false) {
image(myImageArray3[(int)random(myImageArray.length)], 0, 0, 1436, 847); // b
} else {
background(211, 211, 211);
}
if (showGrids==false) {
image(myImageArray2[(int)random(myImageArray.length)], 0, 0, 1436, 847); // g
} else {
background(211, 211, 211);
}
if (showObjects==false) {
image(myImageArray[(int)random(myImageArray.length)], 0, 0, 1436, 847); // o
} else {
background(211, 211, 211);
}
popMatrix();
}
Here are a couple of things where the logic your wrote in your code might not match what you had in mind:
When you call display() on mouse it renders those 3 images once (also it will be different images within those since it's using a randomised index). Similarly in draw(), when an does get picked to be rendered, frames will be flickering fast as a random index is generated multiple times per second(each frame). You may want to randomise indices in a different event (e.g. mouse or key press) and store this value in a variable you can re-use.
the conditions you use in draw(): you probably meant to check if the values are true(toggled enabled/turned on in controlP5) ? (e.g. e.g. if (showBackground==true) and initialise the toggles with false, instead of true?)
a big one: in draw() , after each condition(showBackground,showGrids,showObjects), if it's false, you're clearing the the whole frame (so a previous image would be erased)
you have 3 arrays, but you use the size of the first(myImageArray.length) only, which means, even though you may have more images for myImageArray2 and myImageArray3, you're not loading, nor displaying them.
The third grid is labeled "showGrid" when it should be "showGrids": if you aren't consistent with the toggle labels and variable names, toggles won't update the variable names.
you should use more descriptive names for the arrays: it will make it easier to scan/follow your code on the long run.
there's no need to add toggles multiple times in the for loop where you load images: once will do.
Here's what I mean:
import controlP5.*;
boolean showBackground = false;
boolean showObjects = false;
boolean showGrids = false;
ControlP5 cp5;
PImage[] objects = new PImage[8];
PImage[] grids = new PImage[15];
PImage[] backgrounds = new PImage[15];
int currentImage = 0;
void setup() {
size(1436, 847);
//load objects
for (int i=0; i<objects.length; i++) {
objects[i] = loadImage ( "o" + i + ".png");
}
//load grids
for(int i = 0 ; i < grids.length; i++){
grids[i] = loadImage ( "g" + i + ".png");
}
//load backgrounds
for(int i = 0 ; i < grids.length; i++){
backgrounds[i] = loadImage( "b" + i + ".jpg");
}
//setup UI
cp5 = new ControlP5(this);
// create a toggle and change the default look to a (on/off) switch look
cp5.addToggle("showBackground")
.setPosition(40, 250)
.setSize(50, 20)
.setValue(false)
.setMode(ControlP5.SWITCH);
cp5.addToggle("showObjects")
.setPosition(40, 400)
.setSize(50, 20)
.setValue(false)
.setMode(ControlP5.SWITCH);
cp5.addToggle("showGrids")
.setPosition(40, 600)
.setSize(50, 20)
.setValue(false)
.setMode(ControlP5.SWITCH);
}
void mousePressed() {
//go to next image index
currentImage = currentImage + 1;
//check if the incremented index is still valid, otherwise, reset it to 0 (so it doesn't go out of bounds)
if (currentImage >= objects.length) {
currentImage = 0;
}
}
void draw() {
//clear current frame
background(211);//for gray scale value you can just use one value: the brightness level :)
if (showBackground==true) {
image(backgrounds[currentImage], 0, 0, 1436, 847); // b
}
if (showGrids==true) {
image(grids[currentImage], 0, 0, 1436, 847); // g
}
if (showObjects==true) {
image(objects[currentImage], 0, 0, 1436, 847); // o
}
}
Note that currently the same index is used for all 3 arrays.
You may want to add a separate index variable for each array (e.g. currentObjectIndex, currentBackgroundIndex, currentGridIndex) that you can increment independently of each other.
I recommend having a bit more patience and double checking your code first.
Visualise what each line of code will do, then check if it actually does what you expect it to do. Either you will learn something new or improve your logic.
Also, if mentally joggling 3 arrays is tricky (and it can be), go one step back: try your logic with one array only until you get the hang of it, then move on.
A step backwards is sometimes a step forward when you're going in the wrong direction.
As creative as you'd like to be with Processing, bare in mind, the interface to plugging your ideas to it is still a series of one instruction at a time, each precisely tuned to do exactly what you want it to do. There's room for fun, but unfortunately you need to get past the boring parts first

Slider background in Unity

First I made a picture of my problem:
http://imgur.com/a/D8oOj
You have 3 sliders and they all need a background color. Maybe the 3 labels below need a background color too.
GUI.color = Color.white;
Does not seem to help much. I need this black background for the simulation so i need to make the slider background white...
But GUILayout and GUISkin do not have properties for this, no? I can not find something useful there...
The components i use:
GUI.HorizontalSlider + GUI.Label
Within a GUI Skin, there is a Horizontal Slider property. That property has GUI Style properties of Normal, Hover, Active, and Focused. You should set a background to all 4 of those elements.
Here's an example using programmatically-created GUIStyle (tested with Unity 5.4.2p4). Note that when creating a fresh GUIStyle, you need to assign dimensions, or it might not be visible.
public class MySliderIMGUI : MonoBehaviour
{
private GUIStyle _sliderBackgroundStyle;
private GUIStyle _sliderThumbStyle;
private float _sliderValue = 0f;
private Texture2D _whitePixel;
private Texture2D _blackPixel;
void Start()
{
this._whitePixel = new Texture2D(1, 1, TextureFormat.ARGB32, false);
this._whitePixel.SetPixel(0, 0, Color.white);
this._whitePixel.Apply();
this._blackPixel = new Texture2D(1, 1, TextureFormat.ARGB32, false);
this._blackPixel.SetPixel(0, 0, Color.black);
this._blackPixel.Apply();
this._sliderBackgroundStyle = new GUIStyle();
this._sliderBackgroundStyle.padding = new RectOffset(2, 2, 2, 2);
this._sliderBackgroundStyle.normal.background = this._whitePixel;
this._sliderBackgroundStyle.hover.background = this._whitePixel;
this._sliderBackgroundStyle.active.background = this._whitePixel;
this._sliderBackgroundStyle.focused.background = this._whitePixel;
this._sliderThumbStyle = new GUIStyle();
this._sliderThumbStyle.stretchHeight = true;
this._sliderThumbStyle.fixedWidth = 20f;
this._sliderThumbStyle.normal.background = this._blackPixel;
this._sliderThumbStyle.hover.background = this._blackPixel;
this._sliderThumbStyle.active.background = this._blackPixel;
this._sliderThumbStyle.focused.background = this._blackPixel;
}
void OnGUI()
{
this._sliderValue = GUI.HorizontalSlider(new Rect(100, 100, 200f, 20f), this._sliderValue, 0, 1, this._sliderBackgroundStyle, this._sliderThumbStyle);
}
}

SlimDX Handling Window Resizing

I'm trying to handle the program window being resized, and the (I think inefficient) code I've flung together below seems to do the trick.
Is there a better way to do this, preferably one that does not create a stutter when resizing the window and which does not constantly use 12-17% of a CPU? I also suspect MessagePump.Run may somehow run before form.Resize finishes setting up the device again, and throw an error.
Thanks!
using System;
using System.Drawing;
using System.Windows.Forms;
using SlimDX;
using SlimDX.Direct3D9;
using SlimDX.Windows;
namespace SlimDX_1
{
struct Vertex
{
public Vector4 Position;
public int Color;
}
static class Program
{
private static VertexBuffer vertices;
private static Device device;
private static RenderForm form;
private static PresentParameters present;
private static VertexDeclaration vertexDecl;
private static VertexElement[] vertexElems;
private static bool wasMinimized = false;
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
form = new RenderForm("Tutorial 1: Basic Window");
init();
form.Resize += (o, e) =>
{
if (form.WindowState == FormWindowState.Minimized)
{
foreach (var item in ObjectTable.Objects)
{
item.Dispose();
}
wasMinimized = true;
}
else
{
foreach (var item in ObjectTable.Objects)
{
item.Dispose();
}
init();
device.SetRenderState(RenderState.FillMode, FillMode.Wireframe);
device.SetRenderState(RenderState.CullMode, Cull.None);
present.BackBufferHeight = form.ClientSize.Height;
present.BackBufferWidth = form.ClientSize.Width;
device.Reset(present);
}
};
MessagePump.Run(form, () =>
{
if (form.WindowState == FormWindowState.Minimized)
{
return;
}
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
device.BeginScene();
device.SetStreamSource(0, vertices, 0, 20); // 20 is the size of each vertex
device.VertexDeclaration = vertexDecl;
device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
device.EndScene();
device.Present();
});
foreach (var item in ObjectTable.Objects)
{
item.Dispose();
}
}
private static void init()
{
present = new PresentParameters();
//present.EnableAutoDepthStencil = false;
//present.BackBufferCount = 1;
//present.SwapEffect = SwapEffect.Discard;
present.Windowed = true;
present.BackBufferHeight = form.ClientSize.Height;
present.BackBufferWidth = form.ClientSize.Width;
//present.BackBufferFormat = Format.Unknown;
device = new Device(new Direct3D(), 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, present);
vertices = new VertexBuffer(device, 3 * 20, Usage.WriteOnly, VertexFormat.None, Pool.Managed);
vertices.Lock(0, 0, LockFlags.None).WriteRange(new Vertex[]
{
new Vertex() { Color = Color.Red.ToArgb(), Position = new Vector4(400.0f, 100.0f, 0.5f, 1.0f) },
new Vertex() { Color = Color.Blue.ToArgb(), Position = new Vector4(650.0f, 500.0f, 0.5f, 1.0f) },
new Vertex() { Color = Color.Green.ToArgb(), Position = new Vector4(150.0f, 500.0f, 0.5f, 1.0f) }
});
vertices.Unlock();
// specifies the layout of the vertexes
vertexElems = new VertexElement[]
{
new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0),
new VertexElement(0, 16, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
VertexElement.VertexDeclarationEnd
};
vertexDecl = new VertexDeclaration(device, vertexElems);
}
}
}
You're going way above and beyond what you need to do when the window is resized. You're releasing every single DirectX object you've created, including the graphics device, and then recreating everything. This is going to take a comparatively long time, which is why you're seeing performance issues.
In fact, none of your objects need to be released. Simply call the Reset() function on the device to recreate the backbuffer to match the new window size. Check out some of the native Direct3D9 tutorials on window resizing to see how in general how the process works.

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