I`m stuck in this situation where I have a transparent container overlapping other objects.I plan to use this overlapping Transparent Object to show moving objects since it implements absolute positioning. The problem is I want the mouse to work on the overlapping container as well as the ones below it. So far what I have found is that you disable the overlapping objects mouse events and let the events pass through. But what if I want all overlapping objects to catch the mouse. Any ideas?
Just change 'bubbles' property to true.
Related
I would like to preface this by saying I am still quite new to gameMakerstudio and I do not know all there is to know about how the software works and this is probably the root cause of my problem as I do not know why I am having this current layering issue.
I have been having an issue where I have TWO DrawGUI events in separate objects within the same room.
The first object is a Fog Of War that draws a GUI and reveals the map as the player moves, and keeps explored places visible but not in view.
The second object is the joystick where a player will use their thumb to drag the stick to move the player.
Ever since I have implemented the Fog of War. I have been unable to view the joystick. It appears that the fog of war draws overtop of it and I am unable to use it.
I understand there are other draw events where I can do this.
Draw
Draw GUI
Draw Begin
Draw End
Draw GUI BEGIN
Draw GUI END
After changing where I have the code drawing.
Example: At first the joystick and the fog were both in Draw GUI, After moving one from Draw GUI to Draw GUI Begin, the same issue appears.
I have made sure to place the joystick at the top most level in the room and the fog of war at the bottom most layer.
I have tried to apply depth the object
oJoystick_Stick.depth = -100;
this does not achieve anything.
Is there another way to force two objects on the GUI layer to be on top of the other?
To my understanding, DrawGUI always prioritises the objects drawn there above anything in Draw, including Begin Draw and End Draw. This is because DrawGUI is for an interface (like the stats you see about your character like health, ammo ect.), and objects drawn there aren't part of the room itself. You may also have noticed that the objects drawn in DrawGUI also follows the camera/Viewpoint.
So, to clear up the draw priority:
First is the DrawGUI layer that places objects in front of everything, like an interface.
After that, the depth variable and layers inside the room has priority, each layer has also given a depth value, with an interval of 100.
If the depth is also the same (for example when they're in the same layer), then the order of the objects and code loaded decides the order drawn.
The latter is not always reliable when multiple objects are overlapping at the same depth, because if the objects are redrawn in-game again (e.g. a persistent object been loaded into a new room, or pause and unpause using instance_activate_all), then the order of objects drawn may differ. Keep in mind when overlapping objects, that they are placed in different layers to prevent mixed priorities.
I've however not used a Fog of War system myself, so I don't know if it's build-in or not, but I wouldn't recommend placing them in the DrawGUI, as that should be reserved for the interface layout. With the default Draw options, you'll have more flexibility to the layers inside the room.
Some advice about DrawGUI
DrawGUI Begin --> call the event before every drawGUI in that moment
DrawGUI --------> the event is called sync with the screen refresh rate
DrawGUI End ----> call the event after every drawGUI in that moment
so GM-Studio "pipeline" for the DrawGUI is like the step event, we have a BEGIN, a CURRENT, an END.
To prioritize the object render, GM-Studio use the depth in-build variabile. Take the 0 as the reference value. Object with depth value > 0 are rendering as last. Object with depth value < 0 are rendering infront everything.
Check the depth during the calling of the instance_create_depth() function, check where the depth variabile is changing, check in the room editor for each instance layer the depth value. and z-order.
As a precision I already noticed threads about this but didn't find a way to achieve exactly what I need.
Basicaly I have a board of objects that I need remaining always on top of everything but also attached to the camera.
I first tried to add the group to the camera and it stayed as wished always in the viewport. But in this configuration the group of objects still be a part of the scene so while zooming to regular objects in the "editor" the board goes into/among these objects of the scene.
My second trial was based on this thread and work wonderfully in order to get all of the board objects rendered above everything. But on such a configuration when rotating around the axis (with orbit control) both scenes rotates. So I tried to update the foreground scene with coordinates of the camera but the update was not immediate and this scene is flickering (I suppose that while rotating the update function is not called immediately).
My best wish would have been to "attach" the foreground scene to the camera so that it would stay on top and sticked on the screen/viewport but I don't even know if it is possible and how to do that (as only groups of objects seem to be capable to be attached to the camera).
I am really stuck on that point. Thanks you for any help!
If this is what you need,
just set object.material.depthTest = false; and object.renderOrder = 1000; for all objects you need to be always on top and attached to the camera.
I'm an engineer and we are currently porting our Red5 + Flash game into a Node.js + Easeljs html5 application.
Basicly: it's a board game, not an rpg. The layer system means we have multiple canvasses, based on functionally. For example there is a static background stage, with images. There is a layer for just the timers.
At default, all canvas size is 1920x1080, if needed we downscale to fit to the resolution.
The first approach used kinetic.js, but the performance fallen when the game got complex. Then we switched to easel, because it's abstraction level is lower, so we can decide how to implement some more function, not just use the provided robust one.
I was optimistic, but now it's starting to show slowness again, that's why I want to look deeper inside and do fine performance tuning. (Of course everything is fine in Chrome, Firefox is the problem, but the game must run smoothly on all modern browser).
The main layer (stage) is the map, contains ~30 containers, in each there is a complex custom shape, ~10 images. The containers are listening to mouse events, like mouseover, out, click. Currently, for example on mouseover I refill the shape with gradient.
Somehow, when I use cache, like the way in the tuts the performance get even worse, so I assume I'm messing up something.
I collected some advanced questions:
In the described situation when can I use cache and how? I've already tried cache on init, cacheUpdate after fill with other color or gradient, then stage.update(). No impact.
If I have a static, never changing stage cache doesn't make sense on that layer, right?
What stage.update() exactly do? Triggering the full layer redraw? The doc mentions some kind of intelligent if changed then redraw effect.
If I want to refill a custom shape with new color or gradient I have to completely redraw its graphics, not just use a setFill method, right?
In easel there is no possibility to redraw just a container for example, so how can I manage to not update the whole stage, but just the one container that changed? I thought I can achieve this with caching, cache all containers the just update the one that changed, but this way didn't work at all for me.
Does it make sense to cache bitmap images? If there are custom shapes and images in a container what is better? Cache the container or just the shape in container.
I found a strange bug, or at least an interesting clue. My canvas layers totally overlapping. On the inferior layers the mouseover listening is working well, but the click isn't on the very same container/object.
How can I produce a click event propagation to overlapped layers those have click listeners? I've tried it with simple DOM, jquery, but the event objects were far away from what canvas listeners wanted to get.
In brief, methods and props I've already played with bare success when tried tuning: cache(), updateCache(), update(), mouseEnabled, snapToPixel, clear(), autoClear, enableMouseOver, useRAF, setFPS().
Any answer, suggestion, starting point appreciated.
UPDATE:
This free board game is a strategy game, so you are facing a world map, with ~30 territories. The custom shapes are the territories and a container holds a territory shape and the icons that should be over the territory. This container overlapping is minimal.
An example mouse event is a hover effect. The player navigate over the territory shape then the shape is getting recolored, resized, etc and a bubble showing up with details about the place.
Basically, maximum amount of 1-3 container could change at once (except the init phase -> all at this time). Not just the animations and recoloring slow in FF, but the listener delay is high too.
I wrote a change handler, so I only stage.update() up on tick the modified stages and the stages where an animation is running (tweenjs).
In my first approach I put every image to the container that could be needed at least once during the game, so I only set visible flags on images (not vectors).
Regarding caching:
There are some strange caching-issues, somehow the performance can drop with certain sizes of the caching rectangle: CreateJS / EaselJS Strange Performance with certain size shapes
(2) Depending on how often you call stage.update();
(3)
Each time the update method is called, the stage will tick any
descendants exposing a tick method (ex. BitmapAnimation) and render
its entire display list to the canvas. Any parameters passed to update
will be passed on to any onTick handlers.
=> Afaik it rerenders everything if not cached
(4) Yes.
(5) No. (I don't know of any)
(6) If the content's of the container don't change often, I'd cache the whole container, otherwise the container will be reconstructed every frame.
I have a question though: Why do you use multiple canvases? How many do you use? I could imagine that using multiple canvases might slow down the game.
How many sprites do you use in total?
2: if your layer or stage doesn't change, don't call stage.update() for that layer (so it doesn't gets rerendered, gives me a much lower cpu!)
For example, keep a global "stagechanged" variable and set this to true when something has changed:
createjs.Ticker.addEventListener("tick",
function() {
if (stagechanged)
{
stagechanged = false;
stage.update();
}
});
(or do you already use this, as stated in your "update"?)
4: I found a way to update for example the fill color :)
contaier1.shape1.graphics._fillInstructions[0].params[1] = '#FFFFFF';
(use chrome debugger to look at the _fillInstructions array to see which array position contains your color)
5: I found a way to just paint one container :)
//manual draw 1 component (!)
var a = stage.canvas.getContext("2d");
a.save();
container1.updateContext(a); //set position(x,y) on context
container1.draw(a);
a.restore();
I am drawing to a regular HwndRengerTarget but other windows, which have nothing to do with Direct2D, overlap it.
The problem is that these windows get painted over when I draw to the HwndRengerTarget.
I would like to tell Direct2D not to touch a specific region of the HwndRengerTarget (i.e. don't touch the pixels that are already on the screen), so that these windows remain correctly visible.
Is that possible?
If I draw normally then call RedrawWindow on the windows, it flickers a lot.
Thanks.
If you want to manually restrict your rendering to a certain region you can use layers (ID2D1Layer objects).
More info here Layers Overview
If the visible region is rectangular it may be simpler to use axis aligned clips via methods PushAxisAlignedClip and PopAxisAlignedClip.
ID2D1RenderTarget::PushAxisAlignedClip
Another method of restricting drawing to a certain shape is to render it to a bitmap and then use this bitmap via a bitmap brush in the FillGeomtry method.
ID2D1RenderTarget::FillGeometry
Why not arrange the windows (HWNDs) so that the Direct2D one is at the bottom of the z-index? It should be the first child of its parent. Then clipping will be automatic. You may need the WS_CLIPSIBLINGS window style.
I had the same problem.
Fixed by calling CreateWindowEx LAST for the D2D child HWND.
So AFTER all the other child windows are created.
I have an NSView subclass that can be dragged around in its superview. I move the views by calling NSView's setFrameOrigin and setFrameRotation methods in my mouseDragged event handler. The views are both moved and rotated with each call.
I have multiple instances of these views contained by a single superview. The problem I'm having is that, as one view is dragged over another, it leaves artifacts behind on the view it's eclipsing. I recorded a short video of this in action. Unfortunately, due to the video compression the artifacts aren't very visible.
I strongly suspect that this is related to the simultaneous translation and rotation. Quartz Debug reveals that a rectangle of the occluding (or occluded) view is updated as another view is dragged across it (video here); somehow this rectangle is getting miscalculated by the drawing engine, so part of the view that should be redrawn isn't.
The kicker is I have no idea how to fix this. I can't find any way to manually specify the update rect in the docs, nor am I sure that's what needs to happen. Any ideas? Thanks!
You might also consider using CALayers instead of views. Unlike views, layers are intended to be stacked with their siblings.
For a possible least-effort solution, try making the views layer-backed; it may or may not solve this problem, but it's worth a try.
Views aren't really designed to be stacked in an interactive fashion. Can be done, but edge cases abound.
Generally, for this kind of thing you would use a Cell like infrastructure if you want to do in-view dragging (See the Sketch example) and you would use the drag-n-drop infrastructure if you want to drag between views or windows (or apps).
If you really want to drag a transformed view over the top, you'll need to invalidate a rectangle of the view underneath the view being dragged. The rectangle will need to be bigger by a few pixels than the total area (unrotated/untransformed) that is obscured by the view being dragged. The artifacts are, effectively, caused by rounding error; diagonal lines are just an estimate on a raster drawing system.
See the method:
- (void)setNeedsDisplayInRect:(NSRect)invalidRect;