I am using particle effect my game using libgdx. But effect is showing for small time and after that it disappear.But I want to show my effect for long time or in my control.
My code is given below in my game play screen class...
ParticleEffectPool waterEffectPool;
Array<PooledEffect> effects = new Array<PooledEffect>();
ParticleEffect waterEffect;
...
...
waterEffect = new ParticleEffect();
waterEffect.load(Gdx.files.internal("data/runonwater"), Gdx.files.internal("data"));
waterEffectPool = new ParticleEffectPool(waterEffect, 1, 5);
//for(int i = 0; i <= waterEffectPool.max; i++){
PooledEffect effect = waterEffectPool.obtain();
effect.setPosition(150, 130);
effects.add(effect);
and in render method I use it to render
for(int i = effects.size - 1; i >= 0; i--){
PooledEffect effect = effects.get(i);
effect.draw(spriteBatch, deltaTime);
if(effect.isComplete()){
effect.free();
effects.removeIndex(i);
}
}
I have already answered the question in the comments section above but still writing it here so as it can be accepted (as suggested by P.T.)
If you are using particle editor then there is an option weather to set this effect continuous or not. Set continuous as true and problem will be solved .
#P.T. yups you r right. Will remember it from now on :)
Related
Im trying out adobe animate for school and until now ive been following a cool rpg game tutorial. but the tutorial ended quicky and now im left on my own browsing the internet. i wanted to add a little star collector feature but the tutorial i found is for flash and i dont know how to use it.
their code is pretty much
money = 0;
onClipEvent (enterFrame) {
if (_root.move_mc.hitTest (this)) {
_root.money++;
this._x = -50;
this._y = -50;
}
}
and i hanged it to
var star:Number = 0;
if(linkMc.hitBoxMc.hitTestObject(overworldMc.starMc1))
{
star += 1;
overworldMc.starMc1.alpha = 0;
}
and it works but now i need to figure out a way to set up a text n the corner telling you how many stars you have.
[link to their image] (https://www.kirupa.com/developer/actionscript/images/textBox_settings.JPG)((((i cant post images yet as i dont have enough points))))
but my version of adobe animate doesnt seem to have the var option! so how do i set up the text?
Try some logic like below. The code is untested, but should be useful to you towards a working solution:
var star :int = 0;
//# create an *enterFrame* function for multiple stars
overworldMc.starMc1.addEventListener( Event.ENTER_FRAME, myClipEvent );
overworldMc.starMc2.addEventListener( Event.ENTER_FRAME, myClipEvent );
overworldMc.starMc3.addEventListener( Event.ENTER_FRAME, myClipEvent );
function myClipEvent( myEvt:Event ) :void
{
//# or... myEvt.currentTarget
if(myEvt.target.hitTestObject(linkMc.hitBoxMc))
{
star += 1; //can be... star++;
myEvt.target.alpha = 0; //# also test replacing *target* with *currentTarget*
//# use String( xxx ) to cast Numeric data type into a Text data type
money_box.text = String(star) + " " + "Stars...";
}
}
I need a timer to increment with rising edge on the GPIO pin. I can't find any code example doing just that.
I have a digital Hall sensor which sense a magnet approaching the sensor and I want to count how many times the magnet came around the sensor. The sensor gives positive pulse when magnet goes around. I want to use this pulse to increment counter value.
I know how to set the timer into basic up-counting mode (with internal clock).
TIM_TimeBaseInitTypeDef TIM_BaseStruct;
/* Configure TIMER4*/
TIM_BaseStruct.TIM_Prescaler = 40000;
TIM_BaseStruct.TIM_CounterMode = TIM_CounterMode_Up;
TIM_BaseStruct.TIM_Period = 500;
TIM_BaseStruct.TIM_ClockDivision = TIM_CKD_DIV1;
TIM_BaseStruct.TIM_RepetitionCounter = 0;
TIM_TimeBaseInit(TIM4, &TIM_BaseStruct);
TIM_Cmd(TIM4, ENABLE);
And this works, but I need to switch the clock to external signal. How do I do that?
EDIT
After rewriting code from Guillaume Michel's answer with the use of functions defined in library I'm using (I do not use HAL library), I came up with a code
TIM_TimeBaseInitTypeDef timer4;
timer4.TIM_Prescaler=0;
timer4.TIM_CounterMode=TIM_CounterMode_Up;
timer4.TIM_Period=5;
timer4.TIM_ClockDivision=TIM_CKD_DIV1;
TIM_TimeBaseInit(TIM4,&timer4);
TIM_ETRClockMode2Config(TIM4,TIM_ExtTRGPSC_DIV2,TIM_ExtTRGPolarity_NonInverted, 0);
TIM_SelectSlaveMode(TIM4,TIM_SlaveMode_Reset);
TIM_SelectMasterSlaveMode(TIM4, TIM_MasterSlaveMode_Disable);
RCC_AHB1PeriphClockCmd(RCC_AHB1Periph_GPIOD, ENABLE);
GPIO_InitStructure.GPIO_Mode = GPIO_Mode_AF;
GPIO_InitStructure.GPIO_OType = GPIO_OType_PP;
GPIO_InitStructure.GPIO_Pin = GPIO_Pin_13;
GPIO_InitStructure.GPIO_PuPd = GPIO_PuPd_NOPULL;
GPIO_InitStructure.GPIO_Speed = GPIO_Speed_100MHz;
GPIO_PinAFConfig(GPIOD,GPIO_Pin_13,GPIO_AF_TIM4);
GPIO_Init(GPIOD, &GPIO_InitStructure);
This is compilable, yet non-working code. I set the timer period to 5 and I set interrupt to toggle LED every time timer counts all the way up, but LED never lights on no matter how many times i run magnet around sensor. Is there some visible mistake? What can I do to make it work?
You could try to connect the hall sensor output on a GPIO of you STM32F411 and set this GPIO as clock of the timer. This could look like:
TIM_HandleTypeDef htim4;
TIM_ClockConfigTypeDef sClockSourceConfig;
TIM_MasterConfigTypeDef sMasterConfig;
htim4.Instance = TIM4;
htim4.Init.Prescaler = 0;
htim4.Init.CounterMode = TIM_COUNTERMODE_UP;
htim4.Init.Period = 65535;
htim4.Init.ClockDivision = TIM_CLOCKDIVISION_DIV1;
HAL_TIM_Base_Init(&htim4);
sClockSourceConfig.ClockSource = TIM_CLOCKSOURCE_ETRMODE2;
sClockSourceConfig.ClockPolarity = TIM_CLOCKPOLARITY_NONINVERTED;
sClockSourceConfig.ClockPrescaler = TIM_CLOCKPRESCALER_DIV1;
sClockSourceConfig.ClockFilter = 0;
HAL_TIM_ConfigClockSource(&htim4, &sClockSourceConfig);
sMasterConfig.MasterOutputTrigger = TIM_TRGO_RESET;
sMasterConfig.MasterSlaveMode = TIM_MASTERSLAVEMODE_DISABLE;
HAL_TIMEx_MasterConfigSynchronization(&htim4, &sMasterConfig);
The GPIO is set up like this:
//Set PE0 as TIM4_ETR
__HAL_RCC_GPIOE_CLK_ENABLE();
GPIO_InitTypeDef GPIO_InitStruct;
GPIO_InitStruct.Pin = GPIO_PIN_0;
GPIO_InitStruct.Mode = GPIO_MODE_AF_PP;
GPIO_InitStruct.Pull = GPIO_NOPULL;
GPIO_InitStruct.Speed = GPIO_SPEED_FREQ_LOW;
GPIO_InitStruct.Alternate = GPIO_AF2_TIM4;
HAL_GPIO_Init(GPIOE, &GPIO_InitStruct);
i know this might be simple but i have been searching everywhere for a fix but i just cannot find it!
i want to make something like a health #, so when you press whatever button the dynamic text # will go up or down. on my test project i have two layers, the first with the following code
var hp:Number = 100;
health.text = String hp;
hp being the variable, and health being the dynamic text. then i have the next layer with the button with:
function button(e:MouseEvent):void
{
hp -= 10;
}
without that second chunk of code, the dynamic text will appear, but once that is added it will disappear and the button is function-less.
how do i make this work??? once again sorry if this is a dumb question, i'm just very stumped.
The accepted answer is good, but I wanted to point out that your original code was actually very close to being correct, you just needed parenthesis:
health.text = String(hp);
For most objects String(object) and object.toString() has the same effect, except that object.toString() throws an error if object is null (which could be desirable or undesirable, depending on what you expect it to do).
This is not correct:
health.text = String hp;
use:
health.text = hp.toString();
and:
function button(e:MouseEvent):void
{
hp -= 10;
health.text = hp.toString();
}
I4d like to create a maze in actionscript 3 but without drawing it because a lot of people are saying that timeline code and drawing things is bad so i'd like to create it with an array. I've searched on google and looked over a lot of tutorials, all doing it differently but not one of them uses classes and all that stuff and I'd really like to do it. I have the idea of how to do it, using an array filled with different numbers of characters if there's a wall, nothing etc... And i know how to draw the block with the graphics things then put a if loop and if the number is 0 put nothing if the number is 1 create the block and place it, but then i'm a bit lost on HOW to make the block appear at the same spot where there is a 1 in the array, I looked at tuts where they did something with rows but I couldn't really understand it clearly.
And also I'm not sure if i have to create a new class for the block, and what do I have to put in this class if i do create it? Do i need to create the block in the class, or outside of it? =/
If someone knows what I mean then all help is welcome.
If you need more details please tell me, sorry if it's confused. =3
It looks like your best bet, your path of least resistance in the long run, may lie in doing a little bit more study and some smaller programs before embarking on this. However if you want a 2D maze made with an Array, you could just do this:
private var m_arrMaze:Array = new Array(40);
private function someFunc():void
{
for (var i:int = 0; i < m_arrMaze.length; i++)
{
m_arrMaze[i] = new Array(50);
}
m_arrMaze[0][0] = 1;
m_arrMaze[0][1] = 1;
.
.
.
m_arrMaze[24][24] = 3;
.
.
.
m_arrMaze[49][49] = 0;
}
This is because you seemed to mention using an array and setting its elements to certain int values to denote what each little spot or room or whatever in the maze is or has. The reason a lot of tutorials may not use a whole lot of classes is because, if this is all you're doing with it, you really don't need too many different classes to denote the stuff in the maze. Just instead of using hard-coded int values, go ahead and put them in constants at the top of your maze class:
private static const EMPTY_SPACE:int = 0;
private static const WALL:int = 1;
.
.
.
private static const PLAYER:int = 3;
private var m_arrMaze:Array = new Array(40);
private function someFunc():void
{
for (var i:int = 0; i < m_arrMaze.length; i++)
{
m_arrMaze[i] = new Array(50);
}
m_arrMaze[0][0] = WALL;
m_arrMaze[0][1] = WALL;
.
.
.
m_arrMaze[24][24] = PLAYER;
.
.
.
m_arrMaze[49][49] = EMPTY_SPACE;
}
If each type of contents within the maze is liable to have a whole different set of nouns, verbs, and adjectives associated with it, instead of just being a different type of marker of where something's at like in the examples above, and if the program is going to do a lot of different things with those contents, that's when you want to use a whole bunch of different classes. Hopefully this will get you started.
I was trying to make a similar thing with the game SameGame (ie. the block above the removed blocks fall downward). Before trying this with an Array that contains MovieClips, this code worked (tried it with int values). With MovieClips on the array, it seems not working the same way.
With int values, example:
popUp(0, 4): Before: 1,2,3,4,5,6,7,8,9,10; After: 1,2,3,4,6,7,8,9,10
But with MovieClips:
popUp(0, 4): Before: 1,2,3,4,5,6,7,8,9,10; After; 1,2,3,4
// Assume the numbers are movieclips XD
Basically, it strips everything else, rather than just the said block >_<
Here's the whole method. Basically, two extra arrays juggle the values above the soon-to-be removed value, remove the value, then re-stack it to the original array.
What could be wrong with this? And am I doing the right thing for what I really wanted to emulate?
function popUp(col:uint, row:uint)
{
var tempStack:Array = new Array();
var extraStack:Array = new Array();
tempStack = IndexArray[col];
removeChild(tempStack[0]);
for(var ctr:uint = tempStack.length-(row+1); ctr > 0; ctr--)
{
removeChild(tempStack[ctr]);
extraStack.push(tempStack.pop());
trace(extraStack);
}
tempStack.pop();
for(ctr = extraStack.length; ctr > 0; ctr--)
{
tempStack.push(extraStack.pop());
//addChild(tempStack[ctr]);
}
IndexArray[col] = tempStack;
}
PS: If it's not too much to ask, are there free step-by-step guides on making a SameGame in AS3 (I fear I might not be doing things right)? Thanks in advance =)
I think you just want to remove an element and have everything after that index shift down a place to fill what you removed. There's an inbuilt function for this called splice(start:uint, length:uint);
Parameters:
start - the index to start removing elements from
length - the amount of elements to remove
var ar:Array = ["hello","there","sir"];
ar.splice(1, 1);
ar is now -> ["hello", "sir"];
As per question:
Here's an example with different types of elements:
var ar:Array = [new MovieClip(), "some string", new Sprite(), 8];
ar.splice(2, 1);
trace(ar); // [object MovieClip], some string, 8
And further example to display the indexes being changed:
trace(ar[2]); // was [object Sprite], is now 8