SpriteWidget: App doesn't response to handleEvent in NodeWithSize - dart

I created a widget, added some Sprites and made some animation. I want to add some user interaction but handelEvent method is not working. I already set userInteractionEnabled to true.
I tried debugging and place a breakpoint inside the handleEvent method but it didn't stop when I touched the screen.
class MainSceneBackgroundNode extends NodeWithSize {
Sprite _logo;
RepeatedImage _background;
GuyImage _guy;
int _i = 0;
int _j = 0;
int _dir = -1;
MainSceneBackgroundNode() : super(new Size(2560.0, 1440.0)) {
userInteractionEnabled = true;
handleMultiplePointers = false;
// Add background
_background = new RepeatedImage(_imageMap["assets/background.png"]);
addChild(_background);
_guy = new GuyImage();
addChild(_guy);
_logo = new Sprite.fromImage(_imageMap["assets/logo.gif"]);
_logo.pivot = Offset.zero;
_logo.size = new Size(912, 486);
_logo.position = new Offset(824, 10);
addChild(_logo);
}
#override
bool handleEvent(SpriteBoxEvent event) {
if (event.type == PointerDownEvent) {
if (event.boxPosition.dx < 1280) {
_dir = -1;
} else {
_dir = 1;
}
}
return true;
}
...
}
Any suggestion will be appreciated. I don't know what else to do.
Thanks in Advance.

Related

How to add text input field in cocos2d.Android cocos sharp?

I am trying to get CCTextFieldTTF to work in cocos sharp with Xamarin for an android application. But can't get hold of this for the life of me. Could not find any documentation on cocos sharp API either. Does anyone know how to use this class to render a text area in an android application? The reason I am asking is in a xamarin forum I saw someone saying that this does not work in the API yet. Any help would be highly appreciated. Thanks in advance.
I have this working in android
Here is the sample code:
Create a node to track the textfield
CCTextField trackNode;
protected CCTextField TrackNode
{
get { return trackNode; }
set
{
if (value == null)
{
if (trackNode != null)
{
DetachListeners();
trackNode = value;
return;
}
}
if (trackNode != value)
{
DetachListeners();
}
trackNode = value;
AttachListeners();
}
}
//create the actual input textfield
var textField = new CCTextField(string.Empty, "Somefont", 25, CCLabelFormat.SystemFont);
textField.IsColorModifiedByOpacity = false;
textField.Color = new CCColor3B(Theme.TextWhite);
textField.BeginEditing += OnBeginEditing;
textField.EndEditing += OnEndEditing;
textField.Position = new CCPoint (0, 0);
textField.Dimensions = new CCSize(VisibleBoundsWorldspace.Size.Width - (160 * sx), vPadding);
textField.PlaceHolderTextColor = Theme.TextYellow;
textField.PlaceHolderText = Constants.TextHighScoreEnterNamePlaceholder;
textField.AutoEdit = true;
textField.HorizontalAlignment = CCTextAlignment.Center;
textField.VerticalAlignment = CCVerticalTextAlignment.Center;
TrackNode = textField;
TrackNode.Position = pos;
AddChild(textField);
// Register Touch Event
var touchListener = new CCEventListenerTouchOneByOne();
touchListener.OnTouchBegan = OnTouchBegan;
touchListener.OnTouchEnded = OnTouchEnded;
AddEventListener(touchListener);
// The events
bool OnTouchBegan(CCTouch pTouch, CCEvent touchEvent)
{
beginPosition = pTouch.Location;
return true;
}
void OnTouchEnded(CCTouch pTouch, CCEvent touchEvent)
{
if (trackNode == null)
{
return;
}
var endPos = pTouch.Location;
if (trackNode.BoundingBox.ContainsPoint(beginPosition) && trackNode.BoundingBox.ContainsPoint(endPos))
{
OnClickTrackNode(true);
}
else
{
OnClickTrackNode(false);
}
}
public void OnClickTrackNode(bool bClicked)
{
if (bClicked && TrackNode != null)
{
if (!isKeyboardShown)
{
isKeyboardShown = true;
TrackNode.Edit();
}
}
else
{
if (TrackNode != null)
{
TrackNode.EndEdit();
}
}
}
private void OnEndEditing(object sender, ref string text, ref bool canceled)
{
//((CCNode)sender).RunAction(scrollDown);
Console.WriteLine("OnEndEditing text {0}", text);
}
private void OnBeginEditing(object sender, ref string text, ref bool canceled)
{
//((CCNode)sender).RunAction(scrollUp);
Console.WriteLine("OnBeginEditing text {0}", text);
}
void AttachListeners()
{
// Attach our listeners.
var imeImplementation = trackNode.TextFieldIMEImplementation;
imeImplementation.KeyboardDidHide += OnKeyboardDidHide;
imeImplementation.KeyboardDidShow += OnKeyboardDidShow;
imeImplementation.KeyboardWillHide += OnKeyboardWillHide;
imeImplementation.KeyboardWillShow += OnKeyboardWillShow;
imeImplementation.InsertText += InsertText;
}
void DetachListeners()
{
if (TrackNode != null)
{
// Remember to remove our event listeners.
var imeImplementation = TrackNode.TextFieldIMEImplementation;
imeImplementation.KeyboardDidHide -= OnKeyboardDidHide;
imeImplementation.KeyboardDidShow -= OnKeyboardDidShow;
imeImplementation.KeyboardWillHide -= OnKeyboardWillHide;
imeImplementation.KeyboardWillShow -= OnKeyboardWillShow;
imeImplementation.InsertText -= InsertText;
}
}
This is all taken from the link below but needed a bit of additional work to get it working on each platform.
https://github.com/mono/cocos-sharp-samples/tree/master/TextField

Processing with tuio

hi i am new to processing and i'm trying to figure out how to make the sphere move from left to right using a marker instead of the mouse. can you help me please? i can use the marker to shoot but i cant move the sphere by shooting
import TUIO.*;
TuioProcessing tuioClient;
HashMap symbols=new HashMap();
PFont fontA;
int sphereDiameter = 50;
boolean shoot = false;
float obj_size = 60;
int randx()
{
return int(random(600));
}
int[] sphereXCoords = { randx(), randx(), randx(), randx(), randx() };
int[] sphereYCoords = { 0, 0, 0, 0, 0 };
void setup()
{
size(1000,700);
tuioClient = new TuioProcessing(this);
}
void draw()
{
Vector<TuioObject> tuioObjectList =tuioClient.getTuioObjects();
Collections.sort(tuioObjectList, comp);
for (TuioObject tobj:tuioObjectList) {
fill(50, 50, 100);
int id = tobj.getSymbolID();
int x = tobj.getScreenX(width);
int y = tobj.getScreenY(height);
rect(x, y, obj_size, obj_size);
String txt="?";
if (symbols.containsKey(id)) {// if it's one in symbols, then look it up
txt = (String)symbols.get(id);
}
fill(255);
text(txt, x, y);
}
int[] sphereXCoords = { randx(), randx(), randx(), randx(), randx() };
fill(100, 0, 0);
// draw the answer box
// ellipse(answerX, answerY, obj_size, obj_size);
fill(255);
// write the answer text
// text(""+answer, answerX, answerY);
background(1);
fill(color(255,255,0));
stroke(color(0,255,0));
triangle(mouseX-8, 580, mouseX+8, 580, mouseX, 565);
fill(color(255,0,0));
stroke(color(255,0,0));
if(shoot==true)
{
sphereKiller( mouseX);
shoot = false;
}
sphereDropper();
//gameEnder();
}
Comparator<TuioObject> comp = new Comparator<TuioObject>() {
// Comparator object to compare two TuioObjects on the basis of their x position
// Returns -1 if o1 left of o2; 0 if they have same x pos; 1 if o1 right of o2
public int compare(TuioObject o1, TuioObject o2) {
if (o1.getX()<o2.getX()) {
return -1;
}
else if (o1.getX()>o2.getX()) {
return 1;
}
else {
return 0;
}
}
};
void mousePressed()
{
shoot = true;
}
void sphereDropper()
{
stroke(255);
fill(255);
for (int i=0; i<5; i++)
{
ellipse(sphereXCoords[i], sphereYCoords[i]++,
sphereDiameter, sphereDiameter);
}
}
void sphereKiller(int shotX)
{
boolean hit = false;
for (int i = 0; i < 5; i++)
{
if((shotX >= (sphereXCoords[i]-sphereDiameter/2)) &&
(shotX <= (sphereXCoords[i]+sphereDiameter/2)))
{
hit = true;
line(mouseX, 565, mouseX, sphereYCoords[i]);
ellipse(sphereXCoords[i], sphereYCoords[i],
sphereDiameter+25, sphereDiameter+25);
sphereXCoords[i] = randx();
sphereYCoords[i] = 0;
}
}
if(hit == false)
{
line(mouseX, 565, mouseX, 0);
}
}
/* void gameEnder()
{
for (int i=0; i< 5; i++)
{
if(sphereYCoords[i]==600)
{
fill(color(255,0,0));
noLoop();
}
}
}*/
void addTuioObject(TuioObject tobj) {
}
// called when an object is removed from the scene
void removeTuioObject(TuioObject tobj) {
}
/ / called when an object is moved
void updateTuioObject (TuioObject tobj) {
if(tobj.getSymbolID() == 32)
{
shoot = true;
}
}
// called when a cursor is added to the scene
void addTuioCursor(TuioCursor tcur) {
}
// called when a cursor is moved
void updateTuioCursor (TuioCursor tcur) {
}
// called when a cursor is removed from the scene
void removeTuioCursor(TuioCursor tcur) {
}
// called after each message bundle
// representing the end of an image frame
void refresh(TuioTime bundleTime) {
//redraw();
}
What do you mean by "shooting" ?
So you have your tuioClient and you initialize it in setup(). Thats good, because then the callback methods (addTuioObject, removeTuioObject, updateTuioObject, addTuioCursor, updateTuioCursor, removeTuioCursor, refresh) will fire whenever your sketch receives a TUIO message.
Keep in mind that TUIO is based on OSC which is transported over UDP. That means the tracker (reactivision & co) will have to send to the IP and port your sketch is listening to. If both are on the same machine use 127.0.0.1 and port 3333 (default).
Have a look at the examples. You'll find them in the processing "IDE" click:
"File -> Examples"
and Navigate to
"Contributed Libraries -> TUIO"

Actionscript3 ArgumentError: Error #2109:

Making a touch based platform game based in actionscript 3 using Gary Rosenzweig's game as a basis, all was going well until today, I've been trying to swap out floor objects etc without changing much of the actionscript at all and I have the following error.
ArgumentError: Error #2109: Frame label jump not found in scene jump.
at flash.display::MovieClip/gotoAndStop()
at PlatformGame/moveCharacter()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:418]
at PlatformGame/moveEnemies()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:314]
at PlatformGame/gameLoop()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:303]
This also seems to cause problems with collision detection.
The code is as follows. (not i have not changed the scene or label names from the originals but it still shows the error).
package {
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.utils.getTimer;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class PlatformGame extends MovieClip {
// movement constants
static const gravity:Number = .004;
// screen constants
static const edgeDistance:Number = 100;
public var rightButton:SimpleButton;
// object arrays
private var fixedObjects:Array;
private var otherObjects:Array;
// hero and enemies
private var hero:Object;
private var enemies:Array;
// game state
private var playerObjects:Array;
private var gameScore:int;
private var gameMode:String = "start";
private var playerLives:int;
private var lastTime:Number = 0;
// start game
public function startPlatformGame() {
playerObjects = new Array();
gameScore = 0;
gameMode = "play";
playerLives = 3;
}
// start level
public function startGameLevel() {
// create characters
createHero();
addEnemies();
// examine level and note all objects
examineLevel();
// add listeners
this.addEventListener(Event.ENTER_FRAME,gameLoop);
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
gamelevel["rButton"].addEventListener(TouchEvent.TOUCH_BEGIN,touchRight);
gamelevel["rButton"].addEventListener(TouchEvent.TOUCH_END,touchRightReleased);
gamelevel["lButton"].addEventListener(TouchEvent.TOUCH_BEGIN,touchLeft);
gamelevel["lButton"].addEventListener(TouchEvent.TOUCH_END,touchLeftReleased);
gamelevel["jButton"].addEventListener(TouchEvent.TOUCH_BEGIN,jump);
gamelevel["jButton"].addEventListener(TouchEvent.TOUCH_END,jumpReleased);
trace("hi"+gamelevel["rButton"]);
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// start level
public function startGameLevelHarder() {
// create characters
createHero();
addHardEnemies();
// examine level and note all objects
examineLevel();
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// start level
public function startGameLevelHardest() {
// create characters
createHero();
addHardestEnemies();
// examine level and note all objects
examineLevel();
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// creates the hero object and sets all properties
public function createHero() {
hero = new Object();
hero.mc = gamelevel.hero;
hero.dx = 0.0;
hero.dy = 0.0;
hero.inAir = false;
hero.direction = 0;
hero.animstate = "stand";
hero.walkAnimation = new Array(2,3,4,5,6,7,8);
hero.animstep = 0;
hero.jump = false;
hero.moveLeft = false;
hero.moveRight = false;
hero.jumpSpeed = .8;
hero.walkSpeed = .15;
hero.width = 15.0;
hero.height = 35.0;
hero.startx = hero.mc.x;
hero.starty = hero.mc.y;
}
// finds all enemies in the level and creates an object for each
public function addEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .08;
enemy.width = 30.0;
enemy.height = 30.0;
enemies.push(enemy);
i++;
}
}
// finds all enemies in the level and creates an object for each
public function addHardEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .15;
enemy.width = 56.0;
enemy.height = 80.0;
enemies.push(enemy);
i++;
}
}
// finds all enemies in the level and creates an object for each
public function addHardestEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .25;
enemy.width = 40.0;
enemy.height = 40.0;
enemies.push(enemy);
i++;
}
}
// look at all level children and note walls, floors and items
public function examineLevel() {
fixedObjects = new Array();
otherObjects = new Array();
for(var i:int=0;i<this.gamelevel.numChildren;i++) {
var mc = this.gamelevel.getChildAt(i);
// add floors and walls to fixedObjects
if ((mc is Floor) || (mc is Wall) || (mc is ground1) || (mc is wall1) || (mc is ledge1) || (mc is ledge2) || (mc is rock) ||(mc is rocktip)) {
var floorObject:Object = new Object();
floorObject.mc = mc;
floorObject.leftside = mc.x;
floorObject.rightside = mc.x+mc.width;
floorObject.topside = mc.y;
floorObject.bottomside = mc.y+mc.height;
fixedObjects.push(floorObject);
// add treasure, key and door to otherOjects
} else if ((mc is Treasure) || (mc is Key) || (mc is Door) || (mc is Chest)) {
otherObjects.push(mc);
}
}
}
// note key presses, set hero properties
public function touchRight(event:TouchEvent) {
trace("touchRight");
hero.moveRight = true;
}
public function touchRightReleased(event:TouchEvent) {
hero.moveRight = false;
}
public function touchLeft(event:TouchEvent) {
hero.moveLeft = true;
}
public function touchLeftReleased(event:TouchEvent) {
hero.moveLeft = false;
}
public function jump(event:TouchEvent) {
if (!hero.inAir) {
hero.jump = true;
}
}
public function jumpReleased(event:TouchEvent) {
if (!hero.inAir) {
hero.jump = false;
}
}
// note key presses, set hero properties
//public function keyDownFunction(event:KeyboardEvent) {
//if (gameMode != "play") return; // don't move until in play mode
//if (event.keyCode == 37) {
//hero.moveLeft = true;
//} else if (event.keyCode == 39) {
//hero.moveRight = true;
//} else if (event.keyCode == 32) {
//if (!hero.inAir) {
//hero.jump = true;
//}
//}
//}
//public function keyUpFunction(event:KeyboardEvent) {
//if (event.keyCode == 37) {
//hero.moveLeft = false;
//} else if (event.keyCode == 39) {
//hero.moveRight = false;
//}
//}
// perform all game tasks
public function gameLoop(event:Event) {
// get time differentce
if (lastTime == 0) lastTime = getTimer();
var timeDiff:int = getTimer()-lastTime;
lastTime += timeDiff;
// only perform tasks if in play mode
if (gameMode == "play") {
moveCharacter(hero,timeDiff);
moveEnemies(timeDiff);
checkCollisions();
scrollWithHero();
}
}
// loop through all enemies and move them
public function moveEnemies(timeDiff:int) {
for(var i:int=0;i<enemies.length;i++) {
// move
moveCharacter(enemies[i],timeDiff);
// if hit a wall, turn around
if (enemies[i].hitWallRight) {
enemies[i].moveLeft = true;
enemies[i].moveRight = false;
} else if (enemies[i].hitWallLeft) {
enemies[i].moveLeft = false;
enemies[i].moveRight = true;
}
}
}
// primary function for character movement
public function moveCharacter(char:Object,timeDiff:Number) {
if (timeDiff < 1) return;
// assume character pulled down by gravity
var verticalChange:Number = char.dy*timeDiff + timeDiff*gravity;
if (verticalChange > 15.0) verticalChange = 15.0;
char.dy += timeDiff*gravity;
// react to changes from key presses
var horizontalChange = 0;
var newAnimState:String = "stand";
var newDirection:int = char.direction;
if (char.moveLeft) {
// walk left
horizontalChange = -char.walkSpeed*timeDiff;
newAnimState = "walk";
newDirection = -1;
} else if (char.moveRight) {
// walk right
horizontalChange = char.walkSpeed*timeDiff;
newAnimState = "walk";
newDirection = 1;
}
if (char.jump) {
// start jump
char.jump = false;
char.dy = -char.jumpSpeed;
verticalChange = -char.jumpSpeed;
newAnimState = "jump";
}
// assume no wall hit, and hanging in air
char.hitWallRight = false;
char.hitWallLeft = false;
char.inAir = true;
// find new vertical position
var newY:Number = char.mc.y + verticalChange;
// loop through all fixed objects to see if character has landed
for(var i:int=0;i<fixedObjects.length;i++) {
if ((char.mc.x+char.width/2 > fixedObjects[i].leftside) && (char.mc.x-char.width/2 < fixedObjects[i].rightside)) {
if ((char.mc.y <= fixedObjects[i].topside) && (newY > fixedObjects[i].topside)) {
newY = fixedObjects[i].topside;
char.dy = 0;
char.inAir = false;
break;
}
}
}
// find new horizontal position
var newX:Number = char.mc.x + horizontalChange;
// loop through all objects to see if character has bumped into a wall
for(i=0;i<fixedObjects.length;i++) {
if ((newY > fixedObjects[i].topside) && (newY-char.height < fixedObjects[i].bottomside)) {
if ((char.mc.x-char.width/2 >= fixedObjects[i].rightside) && (newX-char.width/2 <= fixedObjects[i].rightside)) {
newX = fixedObjects[i].rightside+char.width/2;
char.hitWallLeft = true;
break;
}
if ((char.mc.x+char.width/2 <= fixedObjects[i].leftside) && (newX+char.width/2 >= fixedObjects[i].leftside)) {
newX = fixedObjects[i].leftside-char.width/2;
char.hitWallRight = true;
break;
}
}
}
// set position of character
char.mc.x = newX;
char.mc.y = newY;
// set animation state
if (char.inAir) {
newAnimState = "";
}
char.animstate = newAnimState;
// move along walk cycle
if (char.animstate == "walk") {
char.animstep += timeDiff/60;
if (char.animstep > char.walkAnimation.length) {
char.animstep = 0;
}
char.mc.gotoAndStop(char.walkAnimation[Math.floor(char.animstep)]);
// not walking, show stand or jump state
} else {
char.mc.gotoAndStop(char.animstate);
}
// changed directions
if (newDirection != char.direction) {
char.direction = newDirection;
char.mc.scaleX = char.direction*1.35;
}
}
// scroll to the right or left if needed
public function scrollWithHero() {
var stagePosition:Number = gamelevel.x+hero.mc.x;
var rightEdge:Number = stage.stageWidth-edgeDistance;
var leftEdge:Number = edgeDistance;
if (stagePosition > rightEdge) {
gamelevel.x -= (stagePosition-rightEdge);
gamelevel["rButton"].x += (stagePosition-rightEdge);
gamelevel["lButton"].x += (stagePosition-rightEdge);
gamelevel["jButton"].x += (stagePosition-rightEdge);
if (gamelevel.x < -(gamelevel.width-stage.stageWidth)) gamelevel.x = -(gamelevel.width-stage.stageWidth);
}
if (stagePosition < leftEdge) {
gamelevel.x += (leftEdge-stagePosition);
gamelevel["rButton"].x -= (leftEdge-stagePosition);
gamelevel["lButton"].x -= (leftEdge-stagePosition);
gamelevel["jButton"].x -= (leftEdge-stagePosition);
if (gamelevel.x > 0) gamelevel.x = 0;
}
}
// check collisions with enemies, items
public function checkCollisions() {
// enemies
for(var i:int=enemies.length-1;i>=0;i--) {
if (hero.mc.hitTestObject(enemies[i].mc)) {
// is the hero jumping down onto the enemy?
if (hero.inAir && (hero.dy > 0)) {
enemyDie(i);
} else {
heroDie();
}
}
}
// items
for(i=otherObjects.length-1;i>=0;i--) {
if (hero.mc.hitTestObject(otherObjects[i])) {
getObject(i);
}
}
}
// remove enemy
public function enemyDie(enemyNum:int) {
var pb:PointBurst = new PointBurst(gamelevel,"Got Em!",enemies[enemyNum].mc.x,enemies[enemyNum].mc.y-20);
gamelevel.removeChild(enemies[enemyNum].mc);
enemies.splice(enemyNum,1);
}
// enemy got player
public function heroDie() {
// show dialog box
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
if (playerLives == 0) {
gameMode = "gameover";
dialog.message.text = "Game Over!";
} else {
gameMode = "dead";
dialog.message.text = "He Got You!";
playerLives--;
}
hero.mc.gotoAndPlay("die");
}
// player collides with objects
public function getObject(objectNum:int) {
// award points for treasure
if (otherObjects[objectNum] is Treasure) {
var pb:PointBurst = new PointBurst(gamelevel,100,otherObjects[objectNum].x,otherObjects[objectNum].y);
gamelevel.removeChild(otherObjects[objectNum]);
otherObjects.splice(objectNum,1);
addScore(100);
// got the key, add to inventory
} else if (otherObjects[objectNum] is Key) {
pb = new PointBurst(gamelevel,"Got Key!" ,otherObjects[objectNum].x,otherObjects[objectNum].y);
playerObjects.push("Key");
gamelevel.removeChild(otherObjects[objectNum]);
otherObjects.splice(objectNum,1);
// hit the door, end level if hero has the key
} else if (otherObjects[objectNum] is Door) {
if (playerObjects.indexOf("Key") == -1) return;
if (otherObjects[objectNum].currentFrame == 1) {
otherObjects[objectNum].gotoAndPlay("open");
levelComplete();
}
// got the chest, game won
} else if (otherObjects[objectNum] is Chest) {
otherObjects[objectNum].gotoAndStop("open");
gameComplete();
}
}
// add points to score
public function addScore(numPoints:int) {
gameScore += numPoints;
scoreDisplay.text = String(gameScore);
}
// update player lives
public function showLives() {
livesDisplay.text = String(playerLives);
}
// level over, bring up dialog
public function levelComplete() {
gameMode = "done";
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
dialog.message.text = "Level Complete!";
}
// game over, bring up dialog
public function gameComplete() {
gameMode = "gameover";
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
dialog.message.text = "You Got the Treasure!";
}
// dialog button clicked
public function clickDialogButton(event:MouseEvent) {
removeChild(MovieClip(event.currentTarget.parent));
// new life, restart, or go to next level
if (gameMode == "dead") {
// reset hero
showLives();
hero.mc.x = hero.startx;
hero.mc.y = hero.starty;
gameMode = "play";
} else if (gameMode == "gameover") {
cleanUp();
gotoAndStop("start");
} else if (gameMode == "done") {
cleanUp();
nextFrame();
}
// give stage back the keyboard focus
stage.focus = stage;
}
// clean up game
public function cleanUp() {
removeChild(gamelevel);
this.removeEventListener(Event.ENTER_FRAME,gameLoop);
}
}
}
The error is with the following line and is occurring because the referenced MovieClip does not have a frame labelled "jump":
char.mc.gotoAndStop(char.animstate);
My guess is that you made a change to the MovieClip which contains your character and, in doing so, removed the label which the code above references.

Loading Resources in background mode at DirectX 9.0

I have made an 3D Game with DirectX9.0.
I want to load resources in background mode by use thread.
Here is my code.
----------------Attakc.h---------------------------
#define AFXBEGINTHREAD(pfnThreadProc,pParam) AfxBeginThread(pfnThreadProc, pParam, THREAD_PRIORITY_NORMAL,0,CREATE_SUSPENDED,NULL)
CWinThread* g_pThread = NULL;
volatile bool g_bExitThread = true;
CCriticalSection g_csExitThread;
----------------Attakc.cpp---------------------------
...
case WM_START:
if(wParam >= 0 && wParam < 18)
{
g_csExitThread.Lock();
g_bExitThread = false;
g_csExitThread.Unlock();
g_pThread = AFXBEGINTHREAD(ThreadFunc,0);
if(NULL == g_pThread)
{
MessageBoxW(0,L"Failed to Create Thread",0,0);
}
g_pThread->m_bAutoDelete = TRUE;
g_pThread->ResumeThread();
wParamTemp = wParam;
lParamTemp = lParam;
uMsgTemp = uMsg;
}
....
UINT ThreadFunc(LPVOID lpParam)
{
while(true)
{
Sleep(1);
g_csExitThread.Lock();
if(true == g_bExitThread)
{
g_csExitThread.Unlock();
break;
}
else
{
g_csExitThread.Unlock();
g_pApp->GotoHole(wParamTemp, lParamTemp);
g_bExitThread = true;
g_pApp->m_nRenderMode = RENDERMODE_SCENE;
g_pApp->StartFlyOver();
g_pApp->m_flyOver.bFirstTime = TRUE;
g_pApp->m_uiLoadingMenu.m_bStart = FALSE;
g_pApp->m_uiLoadingMenu.nTime = 0;
g_pApp->m_uiLoadingMenu.count = 0;
}
}
return 0L;
}
Then, When I run this project, E_OUTOFMEMORY error appear.(D3DXCreateTextureFromFile)
I think it belong about the thread's synchronization.
I have no experience to load resource by use thread.
Please help me.
Did you used D3DCREATE_MULTITHREADED flag when initializing d3d?

Actionscript 2: Tween running extremely slow

I am using the following code to tween an movieclip once _global.choiceMade equals 1...
onClipEvent (load) {
import mx.transitions.Tween;
import mx.transitions.easing.*;
}
onClipEvent (enterFrame) {
if (_global.choiceMade == 1) {
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
}
}
This is contained within each frame of the main timeline. The first time it runs fine but on the next frame it runs incredibly slow (takes about 12 seconds not 0.5 and is very choppy), if I then return to the first frame and run it again now this time it is extremely slow.
I can't work out why its doing this my CPU stays around 6-15% while its running so it can't be too demanding.
Updated to show rest of my code:
On main timeline have a frame each containing a movieclip. On the timeline of each of these movieclips contains:
//tint an object with a color just like Effect panel
//r, g, b between 0 and 255; amount between 0 and 100
Color.prototype.setTint = function(r, g, b, amount) {
var percent = 100-amount;
var trans = new Object();
trans.ra = trans.ga=trans.ba=percent;
var ratio = amount/100;
trans.rb = r*ratio;
trans.gb = g*ratio;
trans.bb = b*ratio;
this.setTransform(trans);
};//Robert Penner June 2001 - http://www.robertpenner.com
MovieClip.prototype.scaleXY = function(to){
this.onEnterFrame = function(){
this._alpha = to-(to-this._alpha)/1.2;
if(this._alpha > to-1 && this._alpha < to+1){
this._alpha = to;
delete this.onEnterFrame
}
}
}
scoreUpdated = 0;
Answer = 1;
_global.choiceMade = 0;
Buttons = new Array(this.buttonHolder.True, this.buttonHolder.False);
Answers = new Array(this.Correct, this.Wrong);
for (i=0; i<Answers.length; i++) {
Answers[i]._alpha = 0;
}
for (b=0; b<Buttons.length; b++) {
Buttons[b].thisValue = b;
}
In this movieclip there are two movieclip buttons (True and False) containing this code:
onClipEvent (enterFrame) {
this.onRollOver = function() {
this.gotoAndStop("over");
};
this.onRollOut = function() {
this.gotoAndStop("up");
};
this.onPress = function() {
this.gotoAndStop("down");
};
this.onReleaseOutside = function() {
this.gotoAndStop("up");
};
this.onRelease = function() {
this.gotoAndStop("down");
whichChoice = this;
_global.choiceMade = 1;
counter = 0;
};
if (_global.choiceMade == 1) {
this.enabled = false;
this._parent.scoreNow = _global.score;
this._parent.scoreOutOf = (this._parent._parent._currentframe)- 1 + ( _global.choiceMade);
if (thisValue == this._parent._parent.Answer && whichChoice == this) {
myColor = new Color(this);
myColor.setTint(0,204,0,13);
this._parent._parent.Answers[0]._alpha = 100;
this._parent._parent.Answers[0].scaleXY(100);
this.tick.swapDepths(1000);
if (counter == 0) {
_global.score++;
counter++;
}
}
else if (thisValue == this._parent._parent.Answer) {
myColor = new Color(this);
myColor.setTint(0,204,0,13);
this.tick.swapDepths(1000);
}
else if (whichChoice == this) {
this._parent._parent.Answers[1]._alpha = 100;
this._parent._parent.Answers[1].scaleXY(100);
myColor = new Color(this);
myColor.setTint(255,0,0,13);
this.cross.swapDepths(1000);
}
else {
myColor = new Color(this);
myColor.setTint(255,0,0,13);
myColor.setTint(255,0,0,13);
this.cross.swapDepths(1000);
}
}
}
The script at the top is on a movieclip these buttons are contained in called buttonHolder which does what it says, and tweens the buttons across the screen to reveal a next button once an answer is chosen.
From what I can see, as long as you have choiceMade == 1 you create a new effect! which is not ok. because in 1 sec at 15 fps you will have 15 tweens running :(
try yo set choiceMade = 0 or somehting else than 1
onClipEvent (enterFrame)
{
if (_global.choiceMade == 1)
{
_global.choiceMade = -1;
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
}
}
Without seeing the rest of your code it's hard to see exactly what's going on. But it looks like you never change choiceMade and it continuously recreates the tween.
onClipEvent (enterFrame) {
if (_global.choiceMade == 1) {
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
_global.choiceMade = 0;
}
}

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