Object changing layer when going between frames? - actionscript-3

I have a child of an object that stays on the scene when the frame changes. So I gotoAndStop(2); and the object is still there. However, when I come back to frame one. The object is on the lowest layer, despite the fact that I originally added it using addChildAt(character, 1); I think this adds it to the first layer? Anyone know how I can fix this issue of keeping a movieclip object on the top layer despite changing frames? Thanks.

In AS3/Flash, the bottom most layer is 0. So doing addChildAt(character, 1) would make your character the second to the bottom layer. addChildAt(character, 0) would make it the very bottom/back layer.
If you want to make it the top most layer, you do any one of the following:
addChild(character); //this is the shortest amount of code
addChildAt(character, numChildren-1); //the is exactly the same as above
setChildIndex(character, numChildren-1); //this is also the same but requires the character already be present on the display list
The latter (setChildIndex) may be preferred IF your character originates on the timeline (eg not created through code). The reason being, if you change through code the parentage of something created on the timeline, it will not go away when no longer present on the timeline.
If you want a way to force something to always be on top, you can do something along these lines:
this.addEventListener(Event.ADDED, bringToTop);
function bringToTop(e:Event):void {
setChildIndex(character, numChildren-1);
}
Doing that, makes it so whenever any other object is added as a child of this, it will set the character to the very top most layer/z-index.

Related

Cocos2d-x 3 - Disable collision between two bodies and detect when them separate each other

I'm developing a cocos2d-x game (version 3.8). My game uses chipmunk physics and it has a static body that works like an interruptor. This interruptor is enabled when another body is over it. The interruptor is disabled when bodies separate each other.
I want to:
Moving body don't collision with interruptor. It has to cross interruptor with no bounce
I want to detect when moving body separates the interruptor
My first approach was implementing onContactBegin method. I return false when those two bodies get in touch. This way the body crosses the interruptor and does not bounce.
The problem is onContactSeparate method is not called, because contact did not happen.
If I return true in onContactBegin method, onContactSeparate is called and I can detect it. The problem is the body does not cross the interruptor, it bounces.
[EDIT] More info
This is the scenario where two sprites are separated. The ball can move and interruptor is a static body. Ball could be over the interruptor.
This is the scenario where two sprites are in contact and object1 (the ball) is over the interruptor. I want to detect where two sprites separate each other.
Any help would be appreciated!
It seems to me like you are using Box2D within cocos, so I'll answer with that as my base assumption.
This is what i would do.
My interrupter would be a b2Body* with no BodyDef dimensions defined or just a 0x0 dimension def.
I would set the user data for the bodyDef to a rectangle that describes my interruption area. This way you can always have your interruption area represented, but will not collide with anything.
(Optional) If you want the interruption area to move around based on the fake body you assigned to it, you can updated it just after the step function using something like below.
world->Step(delta, 10, 10);
for (auto physicsBody = _world->GetBodyList(); physicsBody; physicsBody = physicsBody->GetNext())
{
auto userData = static_cast<Node*>(physicsBody->GetUserData());
if(userData != NULL)
{
// Set interruptor area rectangle = physicsBody->GetPosition();
}
}
To let the rest of the system know when I have left the interrupter I would store a function pointer to the function I want to call when this happens, When a object enters the interruption area I would flag it saying "I'm in the area" after that, the first update step you get when it's not in the area anymore I would fire the callback and reset the flags I used to get to that point.
I hope this helps. You are not giving a lot of context for what you want to do, an image would be helpful. Especially when it comes to looking for help with code that has a visual representation as well.
[EDIT]
Based on the behaviour you want this is the way I did this. The first thing to know is that you don't need physics collisions for the behaviour you want. You can do this by using bounding box intersection tests and use flags and callbacks to figure out the rest.
I have an object that knows about both the ball and my interrupter nodes. In the update loop of this object I check if the two intersects. I set a flag indicating "I am in the interrupter", the next frame that I am not in the interrupter and my flag is still true I call the function that I assigned with my "leaving logic" in it, and set then flag back to false.

Added TableView to Sprite is not visible and all other Sprites are visible

I inherited Sprite and I want to put inside TableView but when I add inherited Sprite to scene table is not visible but all others sprites added to inherited sprite are visible ( I checked it creates cells, position and z index are set right, when I add TableView directly to Scene it is visible).
I'm able to add a TableView to a Sprite in Cocos2d-x v3.6, but it's a little hard to say exactly why yours isn't showing up. Here are some things to check:
Have you added the TableView as a child to the Sprite via addChild?
When you add the TableView to the Sprite, is your DataSource set properly? (This seems to be the case given your question).
Are there positioning issues when you add it to the Sprite due to the anchor position(s) of your Sprite and it's parent(s)? It could be the TableView with incorrect positioning, or it could be the TableViewCells themselves. Remember that when you add a child to some Node, its anchor point is Vec2(0.5, 0.5).
You're not forced to override cocos2d::Size cellSizeForTable(cocos2d::extension::TableView *table), and if you don't have cell heights, the cells might not show up.
Try "dumbing down" any logistics you have and follow the code in TableViewTestScene.cpp, which is part of the cpp-tests. (cocos-directory/tests/cpp-tests/Classes/ExtensionsTest/TableViewTest)
Last resort: Try doing something silly like giving your table and cells a large height and width of 500-1000 pixels each. Give them an absolute position somewhere in your Sprite. Give each of them a Label that says "Hello, World!" and see if they show up.
It might be helpful to see your applicable code, too.
A very late edit: I realized today that it seems as though Layer objects (and thus TableViews) always have an Anchor Point of Vec2::ANCHOR_BOTTOM_LEFT. Could this be your issue?

AS3 Swap depths in Flash IDE without destroying movieclips

I have two movieclips, one is on top, one is on bottom. The top one is set to the second frame. I move it to the z axis bottom on the next frame, and for the remaining frames it plays all frames like it has been reset without any code (like I didn't tell it gotoAndStop(2)).
Image example: http://i.imgur.com/mQ8f5uT.gif (hard to tell by the frame rate, but the dark green box starts playing as if I didn't set it's frame once I move it below)
I know it doesn't have that issue when I code the depth swapping with setChildIndex, but the animations are lost.
If you're wondering, it's a simplified issue of a larger moving character sprite animation that I would like to swap depths of movie clips in the animation without resetting the movie clips underneath the depth change. So I'm not really looking for a work around per se, unless there's a well design solution and not a band aid "hack."
I think I didn't understand your question fully. A MovieClip will keep playing or keep being stopped no matter what you do with it, even if it was removed from the scene. I made a simple example which shows that MovieClip state is not affected by depth change.
The working SWF is here to test: http://zdg.ru/tmp/updown.swf
And the code is:
import flash.events.MouseEvent;
var is_playing:Boolean = true;
btn_toggle.addEventListener(MouseEvent.CLICK, doToggle);
btn_updown.addEventListener(MouseEvent.CLICK, doUpdown);
function doToggle(evt:MouseEvent) {
if (is_playing) mv_test.stop(); else mv_test.play();
is_playing = !is_playing;
}
function doUpdown(evt:MouseEvent) {
var tmp:int = getChildIndex(mv_block);
setChildIndex(mv_block, getChildIndex(mv_test));
setChildIndex(mv_test, tmp);
}

cocos2dx - sub layer that covers its parent partially keep capturing all touches

In my cocos2dx game, I have a CCLayer that contains another CCLayer. The sublayer just cover part of the container layer. I 'think' I achieve this through:
this->setContentSize( CCSizeMake( 100, 200 ) );
however, the sublayer always capture touches even though it is outside its size and position area... Is it common?
I can filter through the touches position by comparing it inside the ccTouch** functions, but I think it is a hack, what is the proper way to set the sublayer to properly cover just the partial area of its parent?
The only thing i can think of straight away is making this inner layer a CCNODE and also extent it with CCTouchDelegate.
Now with this, when u register with the TouchDispatcher, you make sure it doesn't Swallowtouches(the boolean value given as the last parameter)...
This way when you receive a touch ... just see if it is within the boundary of this inner layer of urs and if it is not, send let the parent class use this touch.
Hope this helps.

AS3: weird getBounds() result

EDIT2: It seems that the big numbers are created because the movieclip doesnt hold any bipmapdata, but Im yet not sure about it, but my real mistake was that I just forgot "this" infront of one "getBounds" ... project size was to big and I couldnt find the bug =)
EDIT: tried to use seperate containers, for the movieclips, and did all this in the root class ... everything worked fine, when I used seperate containers and attached everything to the charakter class it got screwd up again
OLD:
Hey I am making a game right now and I want to get the bounds of the charakter body.
To understand how I did set the whole thing up I explain the hirarchy.
The class of my flash document is "game.as". "game.as" adds a Child of the class Charakter
my Charakterclass has a Movieclip for every body part, for example the "head"
every bodypart has a movieclip which contains the picture of the bodypart, in this case "head".
When I now try to use the getBounds(head.mc) inside the "head" class I get really weird results. ussualy something around x=64001, y=64001, width = 0, height = 0;
I found a way how to solve this problem by simply using the getBounds(head.mc) function not inside the head, but inside the Charakter class .... but this is not what I actually want to do, I would like to use the getBounds(head.mc) function inside the head class.
Any ideas why the results are so weird or what I have to do? Im very thankfull for every opinion, because this doesnt seem logical to me xD
getBounds() is inaccurate. Please read the following posts to understand the issue.
getBounds "wrong" results (Source)
When getting bounds of an object relative to it's OWN coordinate system,
those values will NOT be scaled.
getBounds() returning incorrect height (Source)
From inside head_mc, try getBounds(this.parent); (you may want to test to see if the parent exists first) - this should give you the bounds of your head_mc as its container sees it, which I think is what you want, but called from inside head_mc, as you request.
bitmapdata is right, though - getBounds() can sometimes give some odd results. It looks to me like you might be asking the question before you add head_mc to the stage, and are therefore getting the undefined values for width/height/x/y.