well i'm working on an e-learning platform for kids that contain courses and each course contain lessons and some games
games will be programmed in phaser 3
so the admin in the dashboard will have a form to add new course (add the lesson which is a video and also a link to the phaser game since the admin is not a developer so i wanted to transform my phaser game to a link or something like that )
my question is how to get a game set up to use data from json objects from a URL [sort of Data-driven game ]
ps: to develop this platform i'm using spring boot and angular
Until you actually instantiate a Phaser game as e.g. const game = Phaser.Game(myconfig), you can do any number of things to load the required data asynchronously. So the part about getting data is resolved that way.
The question of how to actually use the data is a more broad question. I would consider thinking about the asset loading and then instantiation together, and set up predefined factory functions to consume the same data the Loader functions will take.
You can trivially load assets from json data with the pack method in the Loader plugin, see here.
Then, you need to implement something that will act upon those assets once they are loaded, depending on the data:
{
...
"sceneSprites":{
"oneSprite":{'
"textureKey": "myAssetLoaded",
"x":32,
"y":42,
"tint": 0xff0000
(etc)
}
}
}
The keys that you define in the "pack" part of the json will be in the TextureManager, and you just match that key in the object data.
Then you create a scene with a series of functions that iterate over the data you have and create objects based on the data:
class MyScene extends Phaser.Scene {
create(){
for(const obj of spriteData){
const spr=this.add.sprite(obj.x,obj.y,obj.texturKey)
spr.setTint(obj.tint)
}
}
}
This is just a rough sketch of the things you would have to do. In general you can create one phaser "game" that is built with enough helper factory functions ontop of what phaser provides, to consume the specific data you have in any of your given json files.
I am sure you could cover a lot of Phaser functionality this way, including tweens, shaders, and audio.
Related
The link Walkthrough: Creating a Windows Store app using WRL and Media Foundation
provides example of a custom MFT creation and using it as activatable class. Inside C# code the MFT is referenced using activatable class ID string like this
mediaCapture.AddEffectAsync(MediaStreamType.Photo, "GrayscaleTransform.GrayscaleEffect", null);
the MediaCapture knows about the MFT with the string "GrayscaleTransform.GrayscaleEffect".
How does the MediaCapture reference the MFT only with this string?
I need to know the process because I am working on a project which requires creating video from images (using WRL) for which i am following this Developing a WinRT component to create a video file using Media Foundation. But before i write IMFSample to SinkWriter I need it to pass it through a custom activatable MFT class. If I pass the activatable class ID from C# to the WRL class will I be able to reference the custom MFT?
Basic MFT Processing Model describes referencing an MFT using CLSID. But is it possible to extract any CLSID with just the activatable classID string?
So to summarize, How can I use a custom MFT to process an IMFSample using the activatable classID string in side a WRL?
We use the Windows::Foundation::ActivateInstance function inside AddEffectAsync to create a new instance of the MoCOM object.
Since you want to use the MFT outside of a Media Foundation topology you will need to configure it to process the data. This starts with getting the stream identifiers, setting the media types and getting the buffer requirements. Once the MFT is properly setup you can then start processing the samples.
As an aside MFTs are specifically designed to be framework agnostic. Back in the DirectShow days there was no easy way to use DirectShow filters outside of the filter-graph. We specifically designed the MFT architecture (based on DMO technology that originated on the DSound team) to make them easy to setup and use independently of a topology manager.
ActivateInstance Function
Basic MFT Processing Model
I hope this helps,
James
I'm working on a portfolio suggestion application in Flash, which consists of two views: ask user for 3 to 4 points of information, and display recommendations based on that information.
The first view is going swimmingly, as all I need are the graphics to be created. However, I'm having trouble understanding how a AS3 variable can be seen across keyframes when it was declared and initialized on the first frame.
The only multi-view app I've done is a Restaurant Guide flash app that was described in Adobe Flash CS5 Classroom in a Book. In that example, the only AS function on four of the views
was a stop() function.
If I were to do the same in this app, and declare the variables as global in the first frame, will they be accessible throughout?
CLARIFICATION
Two comments have said that my question is unclear, so I hope this makes my question more understandable. I want to know how, if I gather all the user information on Frame 1 and then switch to a view on Frame 15, to access those variables on Frame 1.
This isn't really the way you're supposed to work in AS3. Each view should be an object in your library with an associated class. Your document should also have a class associated with it, and it is here that you would hold your common data. The document class would instantiate each view as it is required and pass in the relevant variables.
That said, if you want to work the old way you shouldn't have trouble declaring a variable on frame 1 like this:
var myVar:String = "Hello!";
and then accessing it on frame 15 of the same timeline like this:
trace(myVar);
If that's what you're doing and it's not working then you'll need to update your question with some code examples.
In Actionscript 3 / Flash 10, is it possible to programmatically reference a sound object that exists on the timeline? I've found lots of examples for referencing DisplayObjects via the following sytax:
var m:MovieClip = stage.getChildByName("SomeMovieClipClass");
var n:MovieClip = stage.getChildByIndex(1);
But this doesn't seem to include sound objects. Similarly, it seems straightforward to instantiate and play a sound that exists in the Library via Actionscript:
var s:SoundClip1 = new SoundClip1(); // exported in first frame via properties
s.play();
For my purposes, though, I'd like to reference sound clips (ideally in a specific layer, although that seems to be a design-time element) that designers have adjusted and arranged on the timeline, so that I can inspect their waveforms via code, at runtime. Something like this:
// Imaginary Code
sc = timeline.getSoundClipByName("SoundClip1");
sc.extract(waveform,sc.length/1000 * bitrate);
Is this possible? Thanks!
As of this date, no it is not possible to access the soundChannel generated by a timeline sound. It's a feature I would love to see implemented.
I was going to try to test the feasibility of using computeSpectrum to get the waveform of a timeline sound but I'm having problems importing mp3s right now. In absence of firsthand proof of concept, I searched around and found this thread:
http://www.kirupa.com/forum/showthread.php?t=329632
Which links to this solution
http://www.mail-archive.com/flashcoders#chattyfig.figleaf.com/msg43157.html
But of course this doesn't allow you to disambiguate between different timeline sounds. I'm pretty sure you won't be able to do that at all.
I have not ever used Sound.extract(), but if the sounds exist in the fla library this indicates to me that you can simply give them a Class name and at runtime use extract() to gather the waveform for your own purposes, yes? Then whenever the appropriate timeline sound plays, you can tap into the waveform from the Sound object. Perhaps a timeline callback or event would suffice for this?
I am looking for some help with designing some functionality in my application. I already have something similar designed but this problem is a little different.
Background:
In my application we have different Modules. Data in each module can be associated to other modules. Each Module is represented by an Object in our application.
Module 1 can be associated with Module 2 and Module 3. Currently I use a factory to provide the proper DAO for getting and saving this data.
It looks something like this:
class Module1Factory {
public static Module1BridgeDAO createModule1BridgeDAO(int moduleid) {
switch (moduleId)
{
case Module.Module2Id: return new Module1_Module2DAO();
case Module.Module3Id: return new Module1_Module3DAO();
default: return null;
}
}
}
Module1_Module2 and Module1_Module3 implement the same BridgeModule interface. In the database I have a Table for every module (Module1, Module2, Module3). I also have a bridge table for each module (they are many to many) Module1_Module2, Module1_Module3 etc.
The DAO basically handles all code needed to manage the association and retrieve its own instance data for the calling module. Now when we add new modules that associate with Module1 we simply implement the ModuleBridge interface and provide the common functionality.
New Development
We are adding a new module that will have the ability to be associated with other Modules as well as specific properties of that module. The module is basically providing the user the ability to add their custom forms to our other modules. That way they can collect additional information along with what we provide.
I want to start associating my Form module with other modules and their properties. Ie if Module1 has a property Category, I want to associate an instance From data with that property.
There are many Forms. If a users creates an instance of Module2, they may always want to also have certain form(s) attached to that Module2 instance. If they create an instance of Module2 and select Category 1, then I may want additional Form(s) created.
I prototyped something like this:
Form
FormLayout (contains the labels and gui controls)
FormModule (associates a form with all instances of a module)
Form Instance (create an instance of a form to be filled out)
As I thought about it I was thinking about making a new FormModule table/class/dao for each Module and Property that I add. So I might have:
FormModule1
FormModule1Property1
FormModule1Property2
FormModule1Property3
FormModule1Property4
FormModule2
FormModule3
FormModule3Property1
Then as I did previously, I would use a factory to get the proper DAO for dealing with all of these. I would hand it an array of ids representing different modules and properties and it would return all of the DAOs that I need to call getForms(). Which in turn would return all of the forms for that particular bridge.
Some points
This will be for a new module so I dont need to expand on the factory code I provided. I just wanted to show an example of what I have done in the past.
The new module can be associated with: Other Modules (ie globally for any instance of that module data), Other module properties (ie only if the Module instance has a certian value in one of its properties)
I want to make it easy for developers to add associations with other modules and properties easily
Can any one suggest any design patterns or strategy's for achieving this?
If anything is unclear please let me know.
Thank you,
Al
You can use springs Dependency Injection feature. This would help you achieve the flexibility of instantiating the objects using an xml configuration file.
So, my suggestion would be go with the Springs.
I have a tree control in my GUI (with naturally lots of GUI/platform specific functions to handle the nodes).
I have a data model with its own complex set of nodes, children, properties etc..
I want the tree to display a representation of the model, be able to send messages to the nodes inside the model and be told to redraw itself when the model changes.
But I don't want the GUI code to need to know the details of the model's data types and I don't want to pollute the model by linking it to the GUI classes.
I can't get my head around how the controller is supposed to do this and what functions it should provide?
(this is in C++ but that shouldn't matter)
GUI "controls" don't quite fit neatly into a model-view-controller pattern because they typically have their own internal model rather than accepting a reference to one. If the control is structured that way, you'll need an adapter class that "data-binds" the control's internal model to the underlying data model.
This can accomplish something similar to what model-view-controller would, except that the adapter class plays the role both of a view hookup component (updating the GUI from the data model) and a controller (interpreting GUI events into model actions).
Qt provides a group of classes for model-view programming. You can hook a tree view to a filesystem model, for example, and neither directly know anything about each other (except a pointer to the model in the view).
Your requirements are:
Tree displays representation of model
Nodes in tree can send messages to nodes inside model
Tree redraws itself based on model changes
I don't know exactly what kind of data you're working with here, but a hierarchical model is a fairly simple thing. I'll take it as a given you know how to iterate hierarchical data and populate a tree view.
Your controller should have member function(s) for sending messages to the model. The parameters should be a model element and the message you want to send. This way, the UI is completely unaware of how the message gets to the element, but can get the messages through.
The last requirement is more tricky, and depends on a few things (e.g., the lifetime of the controller, application architecture, etc.) I'm going to assume the controller lives as long as the tree view does. If that's the case, then your controller should provide a way to set a callback on model changes. Then, when the controller changes the model, it can callback to the UI without being aware of the UI.
i think your troubles start with an unfortunate choice of words. the 'control' thingies doesn't have anything to do with the 'controller' in MVC. that's why some GUI libraries use other names (widgets is a common one).
your 'tree control' is the view, not the controller. it should be tied to the GUI, both for display, and to get GUI events and turn them into 'tree events'.
the controller gets those 'tree events' and does the necessary modifications to the model. that's where you couple the 'action' with the 'response'.
First Solution: You can implement a "Subject observer" pattern between model and view, with model as the subject and view as the observer. Whenever there is a change in the state of model, it can fire a event to all the observers those are registered, they can update themselves.
Second Solution: Introduce a controller, which registers with model as observer. Upon receiving a event for update from Model, it can update the view. Even you can decouple view from controller using one more subject observer pattern between controller and view
Third Solution: Use MVP pattern. Model view Presenter. This pattern used whenever there is no much computation in controller i.e., job of the controller is just to update its corresponding view. Here controller becomes Presenter.
You need a controller that sits outside the display widget but has the state of the tree (in MFc there are CTreeView/CTreeCtrl classes - there is a similiar separation in Qt) the tree controller handles all the data storage and calls redraws on the tree widget.
Changes in the tree widget get sent to the tree controller - so this controller needs to know about the gui functions.
The model will need set/get functions for all the relevant parameters for the nodes. But these can return simple types so aren't dependent on the gui.
Updating the view form the model requires sending a message, if you don't want the model to know about your gui messaging the best you can do is register a callback function (a void pointer to a function) from the tree controller - and call this to do an update.
This update function can then query the model for the changes.