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?
Related
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.
I have a form with a progress bar and a button that uploads an xml to a server.
While the button is pressed a new thread is created that creates a socket and then it sends the data to the server in chunks and in the meanwhile it updates the progress bar.
Now, when the upload button is pressed for a second time i get an access violation and in the debugger the address of the Progress Bar object is NULL.
I can't figure out why the Progress Bar is getting freed so if anyone has any idea i would be grateful.
P.S. The target OS is windows
P.S.2 If the same code runs on the main thread without the usage of a thread then i don't seem to have this issue and even if i skip the usage of the progress bar in overall in the thread it is set to null again after the first push of the upload button.
The thread Constructor:
__fastcall UploadRouteThread::UploadRouteThread(bool CreateSuspended) : TThread(CreateSuspended)
{
this->OnTerminate = OnTerminateHandler;
ioHandlerStack = new TIdIOHandlerStack();
tcpClient = new TIdTCPClient();
tcpClient->ReadTimeout = -1;
tcpClient->UseNagle = true;
tcpClient->IOHandler = ioHandlerStack;
tcpClient->OnConnected = OnConnectedHandler;
}
The OnTerminate handler:
void __fastcall UploadRouteThread::OnTerminateHandler(TObject *Sender)
{
TabbedwithNavigationForm->UploadButton->Text = "Upload";
TabbedwithNavigationForm->UploadButton->Enabled = false;
TabbedwithNavigationForm->ProgressBar->Visible = false;
tcpClient->DisconnectNotifyPeer();
ShowMessage("Data uploaded.");
delete ioHandlerStack;
delete tcpClient;
TabbedwithNavigationForm->OptionButton->Enabled = true;
TabbedwithNavigationForm->RetrieveRoutesButton->Enabled = true;
TabbedwithNavigationForm->TrackButton->Enabled = true;
TabbedwithNavigationForm->MediaButton->Enabled = true;
}
The Execute method:
void __fastcall UploadRouteThread::Execute()
{
FreeOnTerminate = true;
tcpClient->Connect();
}
Two supplumentary functions:
void __fastcall UploadRouteThread::SetHostPort(UnicodeString host, unsigned short port)
{
tcpClient->Host = host;
tcpClient->Port = port;
}
void __fastcall UploadRouteThread::SetXML(AnsiString xmlString)
{
this->xmlString = xmlString;
}
The OnConnect Handler:
void __fastcall UploadRouteThread::OnConnectedHandler(TObject *Sender)
{
NextPacketSize nps;
TIdBytes bytes;
int chunks;
int bytesLength;
nps.PacketID = BasicPacket::DATA_UPLOAD;
nps.size = xmlString.Length();
tcpClient->IOHandler->WriteDirect(RawToBytes(&nps, sizeof(nps)), sizeof(NextPacketSize));
bytes = RawToBytes(xmlString.c_str(), xmlString.Length());
bytesLength = bytes.get_length();
chunks = ceil(float(bytesLength) / 256.0);
int previousSizeSent(0);
for(int i = 1; i <= chunks; i++)
{
if(Terminated)
break;
int bytesToSend = 256;
TByteDynArray byteDynArray;
if((bytesToSend > bytesLength))
{
bytesToSend = bytesLength;
}
byteDynArray = bytes.CopyRange(previousSizeSent, bytesToSend);
tcpClient->IOHandler->WriteDirect(ToBytes(byteDynArray, byteDynArray.get_length(), 0),
byteDynArray.get_length());
sent = (float(i) / float(chunks)) * 100;
TThread::Synchronize(this, UpdateProgressBarInternal);
previousSizeSent += bytesToSend;
bytesLength -= bytesToSend;
}
}
And the Update method for the progress bar:
void __fastcall UploadRouteThread::UpdateProgressBarInternal()
{
if(!TabbedwithNavigationForm->ProgressBar->Visible)
{
TabbedwithNavigationForm->ProgressBar->Visible = true;
TabbedwithNavigationForm->ProgressBar->Max = 100;
}
TabbedwithNavigationForm->ProgressBar->Value = sent;
}
I don't see anything in this code that would cause the ProgressBar pointer to become NULL. So either you are corrupting memory, or something else in other code not shown here is the culprit. Either way, to troubleshoot this you can run your app in the IDE debugger and set a Data Breakpoint on the ProgressBar variable before you run your thread for the first time. If something changes the value of that pointer, the breakpoint will be hit, and you can look at the call stack to figure out what is happening.
With that said, your thread is not very well organized. And there is a much simpler way to handle the chunking - let Indy do it for you. It has an OnWork event that you can use for your ProgressBar updates.
Try something more like this:
__fastcall UploadRouteThread::UploadRouteThread(String host, TIdPort port, AnsiString xmlString)
: TThread(false)
{
this->FreeOnTerminate = true;
this->OnTerminate = OnTerminateHandler;
this->xmlString = xmlString;
tcpClient = new TIdTCPClient();
tcpClient->Host = host;
tcpClient->Port = port;
tcpClient->UseNagle = true;
tcpClient->OnWork = OnWorkHandler;
}
__fastcall UploadRouteThread::~UploadRouteThread()
{
delete tcpClient;
}
void __fastcall UploadRouteThread::OnTerminateHandler(TObject *Sender)
{
TabbedwithNavigationForm->UploadButton->Text = "Upload";
TabbedwithNavigationForm->UploadButton->Enabled = false;
TabbedwithNavigationForm->ProgressBar->Visible = false;
if (FatalException)
ShowMessage("Data not uploaded.");
else
ShowMessage("Data uploaded.");
TabbedwithNavigationForm->OptionButton->Enabled = true;
TabbedwithNavigationForm->RetrieveRoutesButton->Enabled = true;
TabbedwithNavigationForm->TrackButton->Enabled = true;
TabbedwithNavigationForm->MediaButton->Enabled = true;
}
void __fastcall UploadRouteThread::OnWorkHandler(TObject *ASender, TWorkMode AWorkMode, __int64 AWorkCount)
{
if (Terminated)
Sysutils::Abort();
sent = (double(AWorkCount) * 100.0) / xmlString.Length();
// consider using TThread::Queue() instead so that you don't block
// the upload waiting for the UI to be updated...
TThread::Synchronize(this, &UpdateProgressBarInternal);
}
void __fastcall UploadRouteThread::Execute()
{
tcpClient->Connect();
try
{
NextPacketSize nps;
nps.PacketID = BasicPacket::DATA_UPLOAD;
nps.size = xmlString.Length();
tcpClient->IOHandler->Write(RawToBytes(&nps, sizeof(nps)));
tcpClient->BeginWork(wmWrite, xmlString.Length());
tcpClient->IOHandler->Write(RawToBytes(xmlString.c_str(), xmlString.Length()));
tcpClient->EndWork(wmWrite);
/* alternatively:
TIdMemoryBufferStream *strm = new TIdMemoryBufferStream(xmlString.c_str(), xmlString.Length());
try
{
// optional
tcpClient->IOHandler->SendBufferSize = 256;
// this calls (Begin|End)Work() internally...
tcpClient->IOHandler->Write(strm, 0, false);
}
__finally
{
delete strm;
}
*/
}
__finally
{
tcpClient->Disconnect();
}
}
void __fastcall UploadRouteThread::UpdateProgressBarInternal()
{
if (!TabbedwithNavigationForm->ProgressBar->Visible)
{
TabbedwithNavigationForm->ProgressBar->Visible = true;
TabbedwithNavigationForm->ProgressBar->Max = 100;
}
TabbedwithNavigationForm->ProgressBar->Value = sent;
}
As I understand now the Box2D version for web is leaking memory, bodies are not deleted, contacts neither. So how do I solve this problem?
See my related question here explaining how is leaking: How to properly delete a box2d body in version: Box2dWeb-2.1.a.3, Box2D_v2.3.1r3? Box2D bug?
it is possible that this post described how to patch this issue
http://devizgl.blogspot.com/2012/03/box2d21a.html
You have to patch file Box2dWeb-2.1.a.3.js
Step 1
Add method Destroy() to the class b2Body:
b2Body.prototype.Destroy = function () {
this.m_userData = null;
this.m_sweep = null;
this.m_xf = null;
this.m_linearVelocity = null;
this.m_force = null;
this.m_world = null;
this.m_prev = null;
this.m_next = null;
this.m_fixtureList = null;
this.m_controllerList = null;
this.m_jointList = null;
this.m_contactList = null;
}
Step 2
Add code to the end of the method DestroyBody of class b2World:
...
--this.m_bodyCount;
b.Destroy();
}
Step 3
Add this field to the class b2Contact:
...
this.m_swaped = false;
Step 4
Add code to the method Destroy of class b2ContactFactory:
...
var reg = null;
if (contact.m_swaped) {
reg = this.m_registers[type2][type1];
}
else {
reg = this.m_registers[type1][type2];
}
contact.Reset();
...
Step 5
Add code to the method Create of class b2ContactFactory:
...
if (reg.pool) {
c = reg.pool;
reg.pool = c.m_next;
reg.poolCount--;
// <---------------------
if (c.m_swaped) {
c.Reset(fixtureB, fixtureA);
}
else {
c.Reset(fixtureA, fixtureB);
}
// <---------------------
return c;
}
var createFcn = reg.createFcn;
if (createFcn != null) {
if (reg.primary) {
c = createFcn(this.m_allocator);
c.Reset(fixtureA, fixtureB);
c.m_swaped = false; // <------------------
return c;
}
else {
c = createFcn(this.m_allocator);
c.Reset(fixtureB, fixtureA);
c.m_swaped = true; // <------------------
return c;
}
}
...
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.
I have the following code which is used to Push and Pend from a queue. The caller code has multiple MsgQ objects. It is possible that the Push and the Pend functions are waiting on the _notFull->wait() and the _notEmpty->wait() conditional waits. These waits are protected by the _mut mutex. The notFull and the notEmpty waits operate on the empty and full variables.
When the destructor is called, the _deleteQueue is called internally, from which I would like to signal to the waiting threads to cleanup and stop waiting for a signal to come. Once that is done, I delete my objects. However, in the _deleteQueue function, when I attempt to do _mut->acquire(), I am unable to acquire the mutex. Even if I ignore the acquire, I am unable to broadcast to these waiting threads. Where am I going wrong?
Thanks,
Vikram.
MsgQ::~MsgQ()
{
_deleteQueue();
delete _mut;_mut=NULL;
delete _notFull;_notFull=NULL;
delete _notEmpty;_notEmpty=NULL;
delete _PostMutex; _PostMutex = NULL;
delete _PendMutex; _PendMutex = NULL;
delete _PostInProgressMutex; _PostInProgressMutex = NULL;
delete _PendInProgressMutex; _PendInProgressMutex = NULL;
delete _DisconnectMutex; _DisconnectMutex = NULL;
free( _ptrQueue ); _ptrQueue = NULL;
}
int MsgQ::Post(Message* msg)
{
_PostMutex->acquire();
_postInProgress++;
_PostMutex->release();
if (msg)
msg->print();
_mut->acquire();
while (full)
{
_notFull->wait();
}
if (!_disconnectInProgress)
_queuePush(msg);
_mut->release();
_PostMutex->acquire();
_postInProgress--;
if (_postInProgress==0)
{
_PostInProgressMutex->signal();
}
_PostMutex->release();
return _notEmpty->signal();
}
int MsgQ::Pend(Message*& msg)
{
_PendMutex->acquire();
_pendInProgress++;
_PendMutex->release();
_mut->acquire();
while (empty)
_notEmpty->wait();
if (!_disconnectInProgress)
{
_queuePop(msg);
}
_mut->release();
_PendMutex->acquire();
_pendInProgress--;
if (_pendInProgress == 0)
{
_PendInProgressMutex->signal();
}
_PendMutex->release();
return _notFull->signal();
}
void MsgQ::_deleteQueue ()
{
_PostMutex->acquire();
if (_postInProgress != 0)
{
_PostMutex->release();
TRACE("Acquiring Mutex.");
_mut->acquire();
full = 0;
_notFull->broadcast();
_mut->release();
_PostInProgressMutex->wait();
}
else
{
_PostMutex->release();
}
_PendMutex->acquire();
if (_pendInProgress != 0)
{
_PendMutex->release();
TRACE("Acquiring Mutex.");
_mut->acquire();
empty = 0;
_notEmpty->broadcast();
_mut->release();
_PendInProgressMutex->wait();
}
else
{
_PendMutex->release();
}
}
void MsgQ::_initQueue()
{
_ptrQueue = (Message **)(malloc (size * sizeof (Message*)));
if (_ptrQueue == NULL)
{
cout << "queue could not be created!" << endl;
}
else
{
for (int i = 0; i < size; i++)
*(_ptrQueue + i) = NULL;
empty = 1;
full = 0;
head = 0;
tail = 0;
try{
_mut = new ACE_Mutex() ;
_notFull = new ACE_Condition<ACE_Mutex>(*_mut);
_notEmpty = new ACE_Condition<ACE_Mutex>(*_mut);
_PostMutex = new ACE_Mutex();
_PendMutex = new ACE_Mutex();
_PostInProgressMutex = new ACE_Condition<ACE_Mutex>(*_PostMutex);
_PendInProgressMutex = new ACE_Condition<ACE_Mutex>(*_PendMutex);
_DisconnectMutex = new ACE_Mutex();
_postInProgress = 0;
_pendInProgress = 0;
_disconnectInProgress = false;
}catch(...){
cout << "you should not be here" << endl;
}
}
}
There seem to be many problems with the code so I would suggest reworking it:
You have a potential for deadlock because you are acquiring _mut before you go into a wait condition in both Post and Pend functions.
Instead of using acquire and release on a ACE_Mutex I would suggest looking at using ACE_Guard class which can acquire mutex when created and release it when destroyed.
Why not use ACE_Message_Queue instead of creating your own?