I have written a small application that performs some long-running tasks. Instead of having the user to wait and seeing just a progress bar, I would like to display some (changing) information about the application.
For that purpose, I wrote the following code within the constructor of an extended Pane:
FadeTransition fadeOutTransition = new FadeTransition(Duration.millis(1000), this);
fadeOutTransition.setFromValue(0.8);
fadeOutTransition.setToValue(0.0);
Similarly the fadeInTransition. And further...
SequentialTransition seqTransition = new SequentialTransition (
new Transition() {
{ setInterpolator(Interpolator.DISCRETE);
setCycleDuration(Duration.seconds(1)); }
protected void interpolate(double frac) {
int nextElement = (int) ((explenations.size() - 1) * Math.random());
Explenation explenation = explenations.get(nextElement);
questionLabel.setText(explenation.getQuestion());
answerLabel.setText(explenation.getAnswer());
}
},
fadeInTransition,
new PauseTransition(Duration.seconds(15)),
fadeOutTransition
);
What I woud like is the text to fade in, stay there for ~15 seconds and then fade out again. Unfortunately, the animation flickers, moves faster and slower - and the PauseTransition never takes 15 seconds! What is wrong about the code? I'm using Java 7, and JavaFX 2.2 on Mac OS X.
The problem seems to be that I called the function
seqTransition.play();
multiple times. From there comes probably the flickering and the unequal waiting time.
Related
We have a somewhat simple game written using CocosSharp. The game is within another Xamarin.Forms app. When the player clicks to play the game, we bring them to a splash screen. On iOS this screen displays immediately but on Android, the screen is just black for about 15 seconds. The music plays pretty much immediately on both platforms.
The following is called from the ViewCreated event of the CocosSharpView.
InitializeAudio();
var scene = new Scenes.SplashScene(GameView);
GameView.RunWithScene(scene);
The hang up seems to be when creating labels. The following take ~10 seconds to complete with 99% of it being in the constructor of the first label. We call our CreateText in the constructor.
private void CreateText()
{
var label = new CCLabel("Text 1", "BD_CARTOON_SHOUT.TTF", 80)
{
PositionX = layer.ContentSize.Width / 2.0f,
PositionY = layer.ContentSize.Height / 1.5f,
Color = CCColor3B.DarkGray
};
layer.AddChild(label);
label = new CCLabel("Text 2", "BD_CARTOON_SHOUT.TTF", 60)
{
PositionX = layer.ContentSize.Width / 2.0f,
PositionY = 50f,
Color = CCColor3B.DarkGray
};
layer.AddChild(label);
}
Keep in mind this only happens on Android.
Thanks in advance!
I had the same issue several weeks ago. The problem was CCLabel constructor
where it didn't know which type of font are you using and therefore trying all other types before finally trying the last one which is correct. You need to specify font type in CCLabel constructor like this:
var label = new CCLabel("Text 1", "BD_CARTOON_SHOUT.TTF", 80, CCLabelFormat.SystemFont);
Hope it helps.
I'm working on an AS3 project and for one of the effects I use timers to switch the colors then stop. The function is below.
//global variable
private var valueAnimationTimer:Timer = new Timer(50);
//constructor
valueAnimationTimer.addEventListener(TimerEvent.TIMER, scrollUp );
//function
private function scrollUp(e:TimerEvent):void
{
var i:int = e.currentTarget.currentCount as int;
if (i < 10)
{
if (colored){
if (i % 2 == 0){
ChangeColor(ico, flickerColor);
}
else{
ico.transform.colorTransform = new ColorTransform();
}
}
tfValue.y -= 7.5;
}
else
{
RemoveFilters(ico);
tfValue.y = ico.height / 2;
e.currentTarget.reset();
RemoveSprite(tfValue);
colored = false;
}
}
Each character (object) has it's own version of this function and it happens at different times (like when it is injured or poisoned). The listener is added once in the constructor, it is only removed when the character dies and is removed from the stage. The issue here is after the timer is used on at least 3 characters, the frame rate begins to drop. Every time the function is called, the frame rate drops lower and lower.
What I don't understand is, if the timer is stopped, and the listeners are only added once so it doesn't overload the stack, then why does the frame rate begin to decline after the listener is actually used? It doesn't run forever only for a small amount of time, but it happens again and again. When the frame rate drops the entire program begins to lag badly and eventually freezes. I have no idea what is causing this
Also be aware that inside of the Timer function, the first number is your count in MILLISECONDS and the second is repeat count
var fl_TimerInstance:Timer = new Timer(240000, 1);
So this example above is a 4 minute timer that repeats 1 time
I bring this up because yours is set for 50 milliseconds which is very quick lol
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.
I have ~10000 objects in my game and exactly 60 (maximum) FPS when mouse isn't moved. But just when you start moving mouse in circles FPS tries to reach 30 averaging at 45. When you stop mouse it's INSTANTLY 60 (as so program lost it's heartbeat). SWF is run standalone - without any browsers.
I removed any MouseEvent.MOUSE_MOVE listeners and made mouseEnabled=false and mouseChildren=false for the main class.
I increased my FPS one-by-one from 12 to 60 - I gave name to each frame I born and it's really painful watching how 15 of them die just because of nothing...
Sample code:
public class Main extends Sprite
{
private var _periods : int = 0;
/** Idling FPS is 23. Move mouse to drop FPS to 21.*/
public function Main() : void
{
//true if need to drop FPS to 18 instead of 21 moving mouse:
const readyToKill2MoreFrames : Boolean = true;
if ( readyToKill2MoreFrames )
{
var ellipse : Sprite = new Sprite;
ellipse.graphics.beginFill( 0x00FF00 );
ellipse.graphics.drawEllipse( 300, 300, 400, 200 );
ellipse.graphics.endFill();
addChild( ellipse );
//uncomment to fall only to 21 instead of 18:
/*ellipse.mouseChildren = false;
ellipse.mouseEnabled = false;*/
}
var fps : TextField = new TextField;
//uncommenting doesn't change FPS:
//fps.mouseEnabled = false;
addChild( fps );
fps.text = "???";
fps.scaleX = fps.scaleY = 3;
var timer : Timer = new Timer( 1000 );
timer.addEventListener( TimerEvent.TIMER, function( ... args ) : void
{
fps.text = _periods.toString();
_periods = 0;
} );
timer.start();
addEventListener( Event.ENTER_FRAME, function( ... args ) : void
{
//seems like PC is too fast to demonstrate mouse movement
// drawbacks when he has nothing else to do, so let's make
// his attention flow:
for ( var i : int = 0; i < 500000; ++i )
{
var j : int = 2 + 2;
}
++_periods;
} );
}
}
You've probably moved on to more modern problems, but I've recently struggled with this issue myself, so here's an answer for future unfortunates stuck with the problems created by Adobe's decade-old sins.
It turns out legacy support for old-style buttons is the culprit. Quote from Adobe's tutorial on the excellent Scout profiling tool:
"Flash Player has some special code to handle old-style button objects (the kind that you create in Flash Professional).
Independently of looking for ActionScript event handlers for mouse
events, it searches the display list for any of these buttons whenever
the mouse moves. This can be expensive if you have a large number of
objects on the display list. Unfortunately, this operation happens
even if you don't use old-style button objects, but Adobe is working
on a fix for this."
Turns out Adobe never really got around to fixing this, so any large number of DisplayObjects will wreak havoc on your FPS while the mouse is moved. Only fix is to merge them somehow, e.g. by batch drawing them using Graphics. In my early tests, it seems setting mouseEnabled = false has no real effect, either.
I know that jQuery, for example, can do animation of sorts. I also know that at the very core of the animation, there must me some sort of loop doing the animation. What is an example of such a loop?
A complete answer should ideally answer the following questions:
What is a basic syntax for an effective animation recursion that can animate a single property of a particular object at a time? The function should be able to vary its target object and property of the object.
What arguments/parameters should it take?
What is a good range of reiterating the loop? In milliseconds? (Should this be a parameter/argument to the function?)
REMEMBER:
The answer is NOT necessarily language specific, but if you are writing in a specific language, please specify which one.
Error handling is a plus. {Nothing is more irritating (for our purposes) than an animation that does something strange, like stopping halfway through.}
Thanks!
typically (for jQuery at least) this is not done in a loop, but rather in a series of callbacks.
pseudojavascript:
function startAnimation(element, endPosition, duration) {
var startPosition = element.position;
var startTime = getCurrentTime();
function animate() {
var timeElapsed = getCurrentTime() - startTime;
if (timeElapsed > duration) {
element.position = endPosition;
stopTimer();
} else {
// interpolate based on time
element.position = startPosition +
(endPosition - startPosition) * timeElapsed / duration;
}
}
startRepeatingTimerWithCallbackAndInterval(animate, 1.0 / 30.0);
}
It's also possible to use objects to store starting data instead of closures.
This doesn't completely answer all the points in the question, but it's a starting point.