Box2d MovieClip to original position - actionscript-3

I want to try a simple task where if i move a object inside the world and then press a button it should go back to its original position , but its not working , below is the code i am using - the file is here - http://www.fastswf.com/yAnIvBs (when i remove the event listener)
with event listener - http://www.fastswf.com/rpYsIt8
////////========================
stop();
var startXPos:Number = level1WorldObj.box1.x;
var startYPos:Number = level1WorldObj.box1.y;
function areaS(e:Event) {
level1WorldObj.box1.y= startYPos;
level1WorldObj.box1.x= startXPos;
level1WorldObj.box1.removeEventListener(Event.ENTER_FRAME, areaS);
}
but1.addEventListener(MouseEvent.CLICK,nClick3);
function nClick3(event:MouseEvent):void{
level1WorldObj.box1.addEventListener(Event.ENTER_FRAME, areaS);
level1WorldObj.box1.y= startYPos;
level1WorldObj.box1.x= startXPos;
}
/////////////////======================
Now i want to be able to do it many time so i kept the variables that detect the initial x, y as global ...
Here you can see how it behaves in debugdraw mode , strangely only the clip moves not the actual body - http://www.fastswf.com/-Ijkta4
Can some one please guide me here ...
Thanks in advance ...
Jin

The graphics that you see (box1) aren't related to the physical object behind the scenes - you're currently only moving the graphics not the object itself.
You need to use either SetPosition() or SetTransform() on the b2Body of the object
Edit 07/7
As you're using the Box2D World Construction Kit, I took a look at the source code (available here: https://github.com/jesses/wck). The main class seems to be BodyShape (https://raw.githubusercontent.com/jesses/wck/master/wck/BodyShape.as).
Looking through it, you should be able to access the b2Body directly. If it's null (which is probably the source of the TypeError that you're getting, then you haven't called createBody(), which is what actually takes all of your properties as creates the physical object behind the scenes.
Once you have a b2Body, if you want to position it based on the graphics, there's a function syncTransform() to do just that.
You should turn on debugDraw on your World class to make it easier to see what's going on in the background. NOTE: this needs to be done before calling create()

I was able to find solution to this problem , i found the starting point by using this -
trace(level1WorldObj.box1.b2body.GetPosition().x);
trace(level1WorldObj.box1.b2body.GetPosition().y);
then once i had the position manually i took down the coordinates and used the below code ....
level1WorldObj.box1.b2body.SetTransform(new V2(-2, 2),0 );
Thanks #divillysausages for all the help ...
Regards

Related

How to create a MenuItemImage with a callback function in stead of selected image?

I have a MenuItemImage here:
auto myImage = MenuItemImage::create("image.png","image_selected.png",
CC_CALLBACK_1(HelloWorld::onImageClicked,this));
It allow me to input a image.png, which will be changed to image_selected.png on selected when I navigate between items in my menu with keyboard. However, I want to perform some actions when select it with myImage->selected(); (NOT activate it by clicking/touching or calling for myImage->activate(); function), not just a boring image_selected.png.
Now, I'm thinking about set up all of those action in:
keyBoardListener->onKeyPressed = [&](cocos2d::EventKeyboard::KeyCode keycode, Event* event)
{ // Setting up actions on KEY_RIGHT_ARROW or KEY_LEFT_ARROW pressed};
However this way makes things complicated. Therefore, I want to ask if there's any way that I could set up all of my actions as myImage being creating so I could call all of those action with a simple myImage->selected() or stop them with myImage->unselected() later?
Your attention and help is very much appreciated :D
Simply do this:
auto myImage = MenuItemImage::create("image.png", "image_selected.png", [&](Ref* ref){
//your code here
//by ref you can access "myImage" object
});
edit:
I'm not sure what are you trying to achieve. Do you want to have a few buttons in menu, which always one of the is selected and change them using arrows? (so menu navigation is like on console games).
edit2:
After watch a sample yt video I don't think you can achieve this relying only on MenuItemImage. Instead I'd create a ui::Button (if you need clicking/touching as well) or Sprite. Then I'd handle button states by myself. As for glowing frame you probably need some fancy shader or create it in photoshop and add to it an action with constantly fading out and in.

changing skins in flash as3

hello im making game and im trying to add skins for layers in this game so i made a vovieclip
and inside it there are skins http://prntscr.com/2as4mp and inside that when it be clicked there are http://prntscr.com/2as4pm i want it that when i ress this button the skin will change in the menu i tried this
select_2.addEventListener(MouseEvent.CLICK, open1243)
function open1243(event:MouseEvent){
bk = 1
gotoAndStop(2)
}
stop ();
well that dint work um where there is goandsto 2 that goes to menu thats it nothing works pls help
In your event listener, you're not specifying that you want select_2 to gotoAndStop, rather, it will apply that method call to whatever this is in the scope of that method. I'm guessing, at that point, it's the stage.
select_2.addEventListener(MouseEvent.CLICK, open1243);
function open1243(event:MouseEvent){
bk = 1
select_2.gotoAndStop(2);
}
You should probably make sure your event listener could be used for any object similar to select_2, in which case, I would suggest you change that line of code to:
MovieClip(event.target).gotoAndStop(2)

cocos2dx/coco2d layer transition

I hope to pop down a score panel when players win and pass the gate.
Normally it will pop down score board.
I think the best way is to use layer and pull down it.
But I only get the transition of scene, just wonder is there any way for layer transition?
Did not see an equivalent of CCTransitionScene :CCScene for CCLayer but layers can runActions using which we can bring out most of the animations/transitions.
Here is what I do in such situations but I guess you are thinking of the same thing. Nevertheless,
1.Create a layer and add it as a child at a position outside of your screen frame.
2.Then use CCMoveTo to move it to the desired location when you want to pull it down.
I have done something similar in the past.
Display your layer offscreen
i.e setposition(0, CCDirector::sharedDirector()->getWinSize().height*1.5f);
create an action to move it onscreen (I like to use CCEaseSineOut)
you can also use a callfunc to call a function when it has finished its animation
scoreLayer->runAction( CCSequence::create( CCEaseSineOut::create(CCMoveTo::create(1.0f, ccp(0, 0-_screenHeight*1.5f))), CCCallFunc::create(this, callfunc_selector(MainLayer::scorefinishedMove)), NULL));
Note: that function might need some fixes to ending brackets etc. And you may want to seperate out some of those actions rather than putting the initialization right in the runAction function
For layer transition you can do this:
CCScene* newScene = CCTransitionCrossFade::create(.5f,Layer2::scene());
CCDirector::sharedDirector()->pushScene(newScene);
In Layer2.cpp
CCScene* Layer2::scene()
{
CCScene* scene = CCScene::create();
CCLayer* layer = new Layer2();
scene->addChild(layer,1);
return scene;
}

Issues correctly removing childs from flash

hey im having issues removing my enemy blocks. at the moment if i hit everyone of them everything is fine but when i avoid one i get an error message of
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at EnergyJump/onTick()
at flash.utils::Timer/flash.utils:Timer::_timerDispatch()
at flash.utils::Timer/flash.utils:Timer::tick()
here is my code i have:
public function onTick( timerEvent:TimerEvent ):void
{
//if ranrom number is than than i
if ( Math.random() < i )
{
//place block on stage at location X=550, Y=330
var randomX:Number = Math.random() * 550;
var newBlock:Blocks = new Blocks( 550, 335 );
army.push( newBlock );
addChild( newBlock );
//increase speed of spawn
i = i + 0.0001;
}
//move blocks in correct direction
for each ( var block:Blocks in army )
{
block.move();
//if block is hit then remove health and remove child object
if ( avatar.hitTestObject( block ) )
{
hp.checkHP(20);
army.splice(army.indexOf(block), 1);
removeChild( block );
}
}
}
can anyone help me, i dont really know what slice is to be honest or how to use it...
You should have a look at the documentation for Array.splice() here.
The first argument needs to be the index (0, 1, 2 etc.) of the item you want to remove, not the item itself. Flash is trying to read block as an integer, but it defaults to 0, so instead of removing the block that has been hit it's just removing the first block in the list. Try this instead:
army.splice(army.indexOf(block), 1);
I assume you have some code which is clearing any remaining blocks in the list at the end of the game, but because the wrong blocks are being removed from the list it's trying to remove some that were actually hit already.
Are you sure there is a corresponding addChild() call for each of those objects that has been made before the call to removeChild()? There's not enough code being shown, at the moment, to be able to really tell what's going on, but also make sure removeChild() isn't being called more than once on the same object without addChild() being called in between each time.
Okay, I had a quick look through your files. It's getting a bit off topic for this question, but I'll list the problems I found. In general though you need to look at the parts Flash is complaining about and make sure you're really working with the right variables (eg. if you write block, try to make sure you know which block Flash is going to look at, and remember that the order matters when you change things.)
It's easy to accidentally remove the wrong items or try to use things that are null, so check each line and think about what each variable actually is at that point (maybe try tracing the variables out too).
In avatarEnterFrame you're checking for blocks that have gone off the side of the screen, but you haven't added a for each loop like in onTick, so when you use block there Flash is looking at your main public var block:Blocks; instead of the blocks in army.
In onPowerTick you need to adjust your splice in the same way as before, so that you remove the powerups object you're checking instead of the item at 0.
In restartGame you're setting gameOverScreen to null just before trying to remove it, so Flash doesn't know what to remove. Make sure you leave setting it to null until you're done with everything else.
I'll post a separate answer for your game over screen problem so that it's in the right place.

AS3 Object indexing causing Flixel misbehaviour--what's wrong with this code?

I'm getting my feet wet with AS3, Flixel and component/entity systems (yes, all at the same time), and my entities (which subclass FlxSprite) aren't being added correctly (i.e., not at all). I've just spent a good two hours nailing down the offending line. If I remove it, the rest of the game chugs along happily.
What's wrong with this code?
public function addComponent(c:Component):void
{
var type:String = Object(c).constructor.toString();
FlxG.log("type=" + type);
this._components[type] = c; // The evil line
FlxG.log("now type=" + _components[type]);
c.setData(this);
}
components is an Object field being used as a map/dictionary. type gets set to [class PlayerComponent]. Based on googling, this is valid and should work as intended.
Based on the output from the console, it's just bailing after that line--not crashing entirely. What's going on? More details gladly offered upon request.
I'm not certain about Component - not my forte - but I do know that FlxGroup and its children (which include FlxState) have a method called add() which adds children to them.
So if you have an FlxSprite, the correct way (in flixel) to add it to the chain of things to update/draw is to use that; you can add it directly to your state or to a group that is a child of the state.
Function docs: http://flixel.org/docs/org/flixel/FlxGroup.html#add()