Gettling starling to work with box2d and debugdraw with as3 - actionscript-3

This topic has been raised before, but not one of the examples I've found online seem to work for me! I am trying to get starling to work with box2d, and also for the box2d debugdraw.
I have tried a bunch of different methods, and my code is now a bit of a mess due to commenting out to try different mixes of the "solution". Does anyone know how to do all this properly? I would be greatly in dept if someone could explain it.
Here is the last attempt I tried:
In my Startup class:
package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
//import flash.events.Event;
import starling.core.Starling;
//import starling.display.Sprite;
import flash.events.Event;
[SWF(width="640", height="480", frameRate="60", backgroundColor="#000000")]
public class Startup extends Sprite {
public static var mStarling:Starling;
public static var debugSprite:Sprite;
public function Startup() {
//addChild ( new Stats() );
super();
//stage.align = StageAlign.TOP_LEFT;
//stage.scaleMode = StageScaleMode.NO_SCALE;
// create our Starling instance
mStarling = new Starling(Game, stage);
// set anti-aliasing (higher the better quality but slower performance)
mStarling.antiAliasing = 1;
mStarling.showStats = true;
// start it!
mStarling.start();
stage.stage3Ds[0].addEventListener(Event.CONTEXT3D_CREATE, onContextCreated);
}
private function onContextCreated(e:Event):void{
////debug mode
// debugSprite=new Sprite();
// //addChild(debugSprite);
// Starling.current.nativeOverlay.addChild(debugSprite);
//var debugSprite:Sprite=new Sprite();
addChild(debugSprite);
(mStarling.stage.getChildAt(0) as Game).DebugDraw(debugSprite)
}
I call the debugdraw like this:
debugDraw(Startup.debugSprite);
Here is a heavily commented out debugdraw:
private function debugDraw(debugSprite:flash.display.Sprite):void {
/*var worldDebugDraw:b2DebugDraw=new b2DebugDraw();
//var debugSprite:flash.display.Sprite = new flash.display.Sprite();
var debugSprite:Sprite = new Sprite();
addChild(debugSprite);
//mStarling.current.nativeOverlay.addChild(debugSprite);
//worldDebugDraw.SetSprite(debugSprite);
//debugDraw.SetSprite(Starling.current.nativeOverlay); //DOESN'T SEEM TO WORK
worldDebugDraw.SetDrawScale(worldScale);
worldDebugDraw.SetFlags(b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit);
//worldDebugDraw.SetFillAlpha(0.0);
//worldDebugDraw.SetAlpha(0.0);
//visible
worldDebugDraw.SetFillAlpha(0.8); //for testing
worldDebugDraw.SetAlpha(1); //for testing
world.SetDebugDraw(worldDebugDraw);*/
var worldDebugDraw:b2DebugDraw = new b2DebugDraw();
worldDebugDraw.SetSprite(debugSprite);
world.SetDebugDraw(worldDebugDraw);
}

DebudDraw works with ONE classic Flash Sprite (you keep creating new ones for some reason). Only one b2DebugDraw should be created and set with that ONE Sprite.
Starling pretends to own the stage and all displaylist but it doesn't. Use simply your StartUp instance or even directly the stage itself without passing through Starling it will avoid some confusion.
The right way to do all this:
public var debugSprite:Sprite;//no static var
Starting what?
//don't start it!
mStarling.start();
You star something that cannot be started. At this point you are trying to create a valid Context3D so be patient. Remove that line.
Now in onContextCreated:
mStarling.start();//now you can start
debugSprite = new Sprite();//create your sprite
addChild(debugSprite);
var game:Game = mStarling.stage.getChildAt(0) as Game;//Game? somebody is following a tutorial ...
if(game)
{
game.setDebug(debugSprite);//this is a new public method to create in Game
}
In Game in method setDebug (with one parameter Sprite):
var worldDebugDraw:b2DebugDraw = new b2DebugDraw();
worldDebugDraw.SetSprite(myspriteparameter);
world.SetDebugDraw(worldDebugDraw);
That's it, don't create new Sprite, don't create new debugdraw, you are good to go that's all you need.

Related

Dynamically display text in Flex, ActionScript 3

I've been having problems displaying text in ActionScript 3 using Flex SDK 4.6. Any method I try results in no change or a black screen; here is my project code and attempts.
MyProject.mxml is simply and mx:Application tag with the relevant parts being
<mx:Script>
<![CDATA[
include "MyProject.as"; //simply running my project file
]]>
</mx:Script>
and
<mx:Canvas id="gamePanel" x="0" y="0" width="100%" height="100%"/> //defining the canvas
In MyProject.as I have
import flash.display.*;
import flash.events.*;
import mx.events.*;
import mx.controls.*;
import Game;
public static const SCREEN_WIDTH:int = 960;
public static const SCREEN_HEIGHT:int = 720;
private var initializationCompleted:Boolean = false;
public var screenBuffer:BitmapData;
public var game:Game;
public function setup():void {
screenBuffer = new BitmapData(SCREEN_WIDTH, SCREEN_HEIGHT, false, 0x00000000);
game = new Game(SCREEN_WIDTH, SCREEN_HEIGHT, screenBuffer);
initializationCompleted = true;
}
private function updateFrame():void {
if (!initializationCompleted) {
return;
}
draw();
gamePanel.graphics.clear();
gamePanel.graphics.beginBitmapFill(screenBuffer, null, false, false);
gamePanel.graphics.drawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gamePanel.graphics.endFill();
}
private function draw():void {
game.update();
}
And in Game.as, I simply draw everything using the BitmapData class, and then copy everything to the screenBuffer:
screenBuffer.copyPixels(myBitmap, new Rectangle(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), new Point(0,0));
(This is only the relevant code - I trimmed as much as possible to leave a "Minimal, Complete, and Verifiable example")
Now I have been having problems displaying text in my project. I know that TextField is a subclass of flash.display.Sprite which can be added to the canvas. Whenever I try using something like
var txtHello:TextField = new TextField();
txtHello.text = "Hello World";
gamePanel.addChild(txtHello)
this either changes nothing (if used in setup(), I'm assuming I'm drawing over it or else it is never displayed) or causes a black screen (if used anywhere in updateFrame(), I'm assuming I'm creating infinite sprites).
I have tried instead, creating a new file named "TextWithImage.as" with the contents
//this is ripped off the adobe help page
package {
import flash.display.Sprite;
import flash.text.*;
public class TextWithImage extends Sprite {
private var myTextBox:TextField = new TextField();
private var myText:String = "Hello World";
public function TextWithImage() {
addChild(myTextBox);
myTextBox.text = myText;
}
}
}
importing it in MyProject.as, and then using it as
gamePanel.addChild(new TextWithImage());
to the same effect as my previous attempt.
What is the simplest way to display text in Flex/AS3? Any help is appreciated, and thank you in advance!
There's a trick. Flex components, albeit having the same addChild method derived from DisplayObjectContainer class, cannot actually add regular Flash content - Shape, Sprite, MovieClip, TextField, Bitmap - directly. More to that, they don't produce any runtime error, which I personally think they totally could to not confuse new people.
Flex component can only addChild classes that extend the basic UIComponent class. At the same time, UIComponent can addChild regular Flash content. Thus you do it as following:
var proxyContainer:UIComponent = new UIComponent;
var txtHello:TextField = new TextField;
txtHello.text = "Hello World";
proxyContainer.addChild(txtHello);
gamePanel.addChild(proxyContainer);

AS3/AIR Mobile Click and/or touchevents on moving objects

few weeks ago i asked a question about a similair issue, but within the Starling Framework (Starling TouchEvent on Sprite)
Now, i am working on another mobile app/game with Away3d. I seem to have the same problem touching/tapping a moving sphere or box. When the sphere is not moving, i can just tap it exactly at its position, but when it rotates, the click-event doesnt fire very accurate.
this only happens on Mobile (tested on Android 4.2.2: Nexus7/Galaxy S2 and iOS: iPad2/iPad Retina)
package {
import away3d.containers.ObjectContainer3D;
import away3d.containers.View3D;
import away3d.core.pick.PickingColliderType;
import away3d.core.pick.PickingType;
import away3d.debug.AwayStats;
import away3d.entities.Mesh;
import away3d.events.MouseEvent3D;
import away3d.primitives.SphereGeometry;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.geom.Vector3D;
[SWF(frameRate="60")]
public class Main extends Sprite {
private var _container:ObjectContainer3D;
private var _view:View3D;
private var _sphere:Mesh;
public function Main()
{
super();
addEventListener(Event.ADDED_TO_STAGE, onAdded_toStage);
}
private function onAdded_toStage(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, onAdded_toStage);
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.addEventListener(Event.RESIZE, onResize_stage);
init3d();
}
private function onResize_stage(e:Event):void {
_view.width = stage.stageWidth;
_view.height = stage.stageHeight;
}
private function onEnter_frame(e:Event):void {
_container.rotationY += 1;
_view.render();
}
private function onClick_sphere(e:MouseEvent3D):void {
//reposition the sphere
var deg:Number = Math.random() * 360;
_sphere.x = 250 * Math.cos(deg);
_sphere.z = 250 * Math.sin(deg);
_sphere.y = 80 + (Math.random() * 40);
}
private function init3d():void {
//create the 3d-view
_view = new View3D();
_view.width = stage.stageWidth;
_view.height = stage.stageWidth;
addChild(_view);
//create a cub
_view.camera.z = -400;
_view.camera.y = 75;
_view.camera.lookAt(new Vector3D(0, 125, 0));
//create container
_container = new ObjectContainer3D();
_view.scene.addChild(_container);
//create sphere to tap
_sphere = new Mesh(new SphereGeometry(10));
_sphere.pickingCollider = PickingColliderType.AS3_FIRST_ENCOUNTERED;
_sphere.y = 100;
_sphere.z = -250;
_sphere.mouseEnabled = true;
_sphere.addEventListener(MouseEvent3D.CLICK , onClick_sphere);
_container.addChild(_sphere);
var stats:AwayStats = new AwayStats(_view);
addChild(stats);
addEventListener(Event.ENTER_FRAME, onEnter_frame);
}
}
NOTE: i also tried different framerates, more events(Mouse_up, down etc), different pickers.
As this problem also happens with 2d moving sprites (in starling) my guess is that is might be Stage3D or AIR related, instead of starling/away3d.
Anyone has some suggestions? Maybe i'm forgetting to set something in the app.xml?
Both framework have to deal with an event less system (Stage3D). Stage3D doesn't catch or receive any events and certianly not touch or mouse event. So both frameworks simulate those events with an internal system that catches events on the stage and try to reproduce an accurate estimation. I personally find those systems too CPU expensive and not accurate enough so my advice is to do like me, create your own system. Simply catch event on the stage and decide which of displayed objects (on Stage3D using their position) has been touched. I personally get a performance boost out of it (especially with starling) and much more accuracy.

CS5+AS3 Preloader starts at 50%; no clue why

I know there are a lot of previous topics about preloaders and I've tried to follow every one of them but I still get the same problem (well they have helped me go from 80% -> 50%)
Right now it starts at 61450 / 125207 which is about 50%.
Here is my Main Document (default class file for the entire project) class:
public class MainDocument extends MovieClip
{
private var preloader:Preloader;
private var sB:startButton;
public function MainDocument()
{
preloader = new Preloader();
preloader.x = 300;
preloader.y = 400;
addChild(preloader);
loaderInfo.addEventListener(Event.COMPLETE,addStartButton,false,0,true);
}
private function addStartButton(e:Event):void
{
sB = new startButton();
sB.x = 300;
sB.y = 450;
sB.addEventListener(MouseEvent.CLICK,sMainMenu,false,0,true);
addChild(sB);
loaderInfo.removeEventListener(Event.COMPLETE,addStartButton);
}
private function sMainMenu(e:Event):void
{
sB.removeEventListener(MouseEvent.CLICK,sMainMenu);
removeChild(sB);
removeChild(preloader);
sB = null;
preloader = null;
var menuScreen = new MenuScreen();
addChild(menuScreen);
//I have heard that the following code might work better:
//var menuScreen:Class = getDefinitionByName("MenuScreen") as Class;
//addChild(new menuScreen() as DisplayObject);
}
}
And the Preloader that it attaches:
public class Preloader extends MovieClip
{
public function Preloader()
{
addEventListener(Event.ENTER_FRAME,Load);
}
private function Load(e:Event):void
{
//"bar" is a movieclip inside the preloader object
bar.scaleX = loaderInfo.bytesLoaded/loaderInfo.bytesTotal;
//"percent" is a dynamic text inside the preloader object
percent.text = Math.floor(loaderInfo.bytesLoaded/loaderInfo.bytesTotal*100)+"%";
trace(loaderInfo.bytesLoaded+" / "+loaderInfo.bytesTotal);
if (loaderInfo.bytesLoaded == loaderInfo.bytesTotal)
{
removeEventListener(Event.ENTER_FRAME,Load);
}
}
}
-> Nothing is set to Export on Frame 1 except for the Preloader
-> No objects exist on the first frame; the only code on first frame is stop();
-> I placed a copy of every single MovieClip in the second frame and when the startButton is clicked, a gotoAndStop(3); is run so no one ever sees frame 2.
If anyone knows of anything simple that I could have forgotten, please let me know!
Thanks!
You're tying to use a preloader in the file being preloaded. In that case, there is going to be bloat from the rest of the project's code and assets. The reason you are seeing your preloader seemingly delayed is because a swf must load completely before any code will execute. This includes all assets on stage regardless of what frame they are on, even if you have settings in place to export on something other than frame 1. Instead, try using a blank shell as your preloader. This shell will have nothing in it but the loader code and a preloader graphic or animation. When the load is finished, hide your preloader and add your loaded content to the stage of the shell, or a container movieclip in the shell.
All the following code goes in your shell, which is just another FLA file with nothing in it but this code, and a preloader bar. The dimensions of this file should be the same as the file you are loading into it, ie your original swf file you were trying to preload.
Use it by calling loadSwf( "mySwfNameOrURLToSwf.swf" );
The variable _percent will populate with the current load percentage, which you can correspond to your loading bar scale. Presuming the preloader bar is named "bar", the line bar.visible = false; in the onSwfLoaded function will hide it. addChild( _swf ) adds the loaded swf to the shell's stage. The line _swf.init(); references a function in the loaded swf you will need to add called init() that starts your loaded swf doing whatever it is its supposed to do. Have everything in the loaded swf start on the first frame now, including the init() function.
import flash.display.MovieClip;
import flash.display.DisplayObject;
import flash.display.Loader;
import flash.display.Bitmap;
import flash.net.URLRequest;
import flash.system.ApplicationDomain;
import flash.system.SecurityDomain;
import flash.system.LoaderContext;
import flash.system.Security;
import flash.events.Event;
import flash.events.ProgressEvent;
var _swfLoader:Loader;
var _swf:DisplayObject;
var _percent:Number;
function loadSwf( swfURL:String ):void
{
_swfLoader = new Loader();
var req:URLRequest = new URLRequest( swfURL );
var loaderContext:LoaderContext = new LoaderContext();
loaderContext.applicationDomain = ApplicationDomain.currentDomain;
loaderContext.checkPolicyFile = true;
_swfLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onSwfProgress);
_swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSwfLoaded);
_swfLoader.load(req, loaderContext);
}
function onSwfProgress( evt:Event ):void
{
_percent = Math.round( ( evt.target.bytesLoaded / evt.target.bytesTotal ) * 100 );
}
function onSwfLoaded( evt:Event ):void
{
_swfLoader.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS, onSwfProgress);
_swfLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onSwfLoaded);
_swf = _swfLoader.content;
addChild( _swf );
bar.visible = false;
_swf.init();
_swfLoader = null;
}
your code looks ok.
when you are not on a http server, loading process are simulated.
After compiling, press crtl + B.
In menu you can choose the downloading speed and simulate a download by pressing again ctrl+enter.
it might help you to debug your preloader
#Lee Burrows What you said was right but would have been better if you looked at what I mentioned at the end of the code (three bold points)
The solution I used was:
-> I set everything to Export on Frame 2 on my 3 frame document.
-> Removed everything on Frame 2
-> Created a TextField via constructor and used drawRectangle for loading bar
-> No movieclips present on frame 1, and used
var menuScreen:Class = getDefinitionByName("MenuScreen") as Class;
addChild(new menuScreen() as DisplayObject);
instead of the previous code.
The reason why what I had originally didn't work because, as Lee Burrows mentioned, the Export for Actionscript hangs the loading if X = 1 in Export on Frame X, regardless if Export on Frame 1 was checked or not. Changing it to 2 or unchecking Export for Actionscript were the two solutions (except if it isn't exported for actionscript, then its code cant be referenced to).
Preloader starts at about 2% now.

AS3 using addChild() with a variable taken from a XML

I made a function that would add a child from my library using a variable made from an xml.
var ChosenGraphic:String = units.unit.(#titel==k1).graphic;
var mc:MovieClip = new ChosenGraphic;
addChild(mc);
I know I can't use :String for this, but I don't have a clue what to use. I'm trying to get it to work for 2 hours now, and it's getting really frustrating.
Everything else works, I've tested that.
You want to use the getDefinitionByName() top level function.
Below is an example of using it, lifted straight from the documentation that I linked to. Note that the class name string must be the fully qualified class name (ie: it includes the package name as well as the class).
package {
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.utils.getDefinitionByName;
public class GetDefinitionByNameExample extends Sprite {
private var bgColor:uint = 0xFFCC00;
private var size:uint = 80;
public function GetDefinitionByNameExample() {
var ClassReference:Class = getDefinitionByName("flash.display.Sprite") as Class;
var instance:Object = new ClassReference();
instance.graphics.beginFill(bgColor);
instance.graphics.drawRect(0, 0, size, size);
instance.graphics.endFill();
addChild(DisplayObject(instance));
}
}
}

Flash Game Score not working AS3, please help?

So Im creating a game and all I wanted to add was a counter that increments constantly until a player loses the game.
I created my score class and it looks like this:
package
{
import flash.display.MovieClip;
import flash.display.Stage;
import flash.text.TextField;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Score extends MovieClip
{
public var second:Number = 0;
public var timer:Timer = new Timer(10);
private var stageRef:Stage;
public function Score(stageRef:Stage)
{
x = 537.95;
y = 31.35;
this.stageRef = stageRef;
timer.addEventListener(TimerEvent.TIMER, clock);
timer.start();
}
function clock(evt:TimerEvent):void
{
second += 1;
scoreDisplay.text = String("Score: " +second);
}
}
}
and this is my engine class that adds it to the stage:
package {
//list of our imports these are classes we need in order to
//run our application.
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
public class Engine extends MovieClip{
private var enemyList:Array = new Array();
private var ourBoat:Boat;
private var score:Score;
public function Engine() : void{
//create an object of our ship from the Ship class
ourBoat = new Boat(stage);
score = new Score(stage);
//add it to the display list
stage.addChild(ourBoat);
stage.addChild(score);
So that creates a timer on the stage and continuously increments, but when I compile, I get no errors and my timmer for some reason doesn't work, it just displays random numbers, please help! If there is a better way of doing this please enlighten me.
I'm assuming scoreDisplay is a named Object on stage. You may find it useful to add trace()s to the script in each function that is called. That way you can see which ones are being called correctly. For example trace("Engine Instantiated."); and trace("Timer Event Received"); will tell if your class is being instantiated correctly. If it is and the trigger is not working you know your issue is between these two points. Then work your way toward the middle of the code execution until you find the problem.
You could also add an event listener to the stage for enter frame events and use that to trigger your count function. This event is always broadcast, so using should use less resources than adding a timer.
Are you sure scoreDisplay is large enough? Your number would increase by 100 every second, which if your textfield is only 2 characters long you will see random numbers.
First, you do not need to pass the stage class to MovieClip childs, once they're added to stage, you can access the stage with the this.stage property.
Second, the Timer class delay parameter is described as following in the documentation:
delay:Number — The delay between timer events, in milliseconds. A
delay lower than 20 milliseconds is not recommended. Timer frequency
is limited to 60 frames per second, meaning a delay lower than 16.6
milliseconds causes runtime problems.
Therefore, if you are really tracking seconds, your timer should be :
public var timer:Timer = new Timer(1000);
EDIT:
Here's how I would implement the score you described on the comment:
public class Score extends MovieClip
{
public var second:Number = 0;
var pointsPerSecond : Number = 10;
private var stageRef:Stage;
public function Score(stageRef:Stage)
{
x = 537.95;
y = 31.35;
this.stageRef = stageRef;
this.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
function clock(evt:Event):void
{
second += pointsPerSecond/stage.frameRate; // Note that if the game is running slow (flash cant keep the frameRate you asked for), the score will also grow slowly
scoreDisplay.text = String("Score: " +second);
}
}