Can I let people draw with the cursor using HaxeFlixel? - haxe

basically the question. I'm trying to make a game where you need to draw certain shapes to do certain actions. I want to have the game trace the movement of the cursor, but I can't find any good way to make the lines.
I'v tried using FlxSpriteUtil.drawLine, but that doesn't seem to work. I've also tried using FlxSpriteGroups.clone() to clone a dot as the cursor, but that just leaves a trail of dots, so that doesn't work either.
I'm really new to Haxe and HaxeFlixel, so I have no idea what to do or what to use. Any suggestions?

Sounds like you started off right by using drawLine from FlxSpriteUtil. When making a drawable line, the easiest way to do it is to just save the previous mouse position in a variable, and draw a line from the previous position to the current position every frame (i.e. put the code in update()).
Here's a small code example which creates a canvas sprite which allows drawing.
package;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.math.FlxPoint;
import flixel.util.FlxColor;
using flixel.util.FlxSpriteUtil;
class PlayState extends FlxState
{
private var canvas:FlxSprite;
private var lastPoint:FlxPoint;
private static inline var CANVAS_OFFSET = 16;
private static inline var DRAW_THICKNESS = 2;
private static inline var DRAW_COLOR = FlxColor.BLACK;
override public function create()
{
super.create();
canvas = new FlxSprite(CANVAS_OFFSET, CANVAS_OFFSET);
canvas.makeGraphic(256, 256, FlxColor.WHITE);
add(canvas);
}
override public function update(elapsed:Float)
{
super.update(elapsed);
if (FlxG.mouse.pressed && FlxG.mouse.overlaps(canvas))
{
if (FlxG.mouse.justPressed)
{
// This is the first point, i.e. the beginning of a new stroke
lastPoint = FlxG.mouse.getPosition();
// First, create an ellipsis to enable the player to click to draw a line
canvas.drawEllipse(
FlxG.mouse.x - CANVAS_OFFSET,
FlxG.mouse.y - CANVAS_OFFSET,
DRAW_THICKNESS / 2,
DRAW_THICKNESS / 2,
DRAW_COLOR
);
}
else
{
// Otherwise, line to the previously drawn point
var mousePos = FlxG.mouse.getPosition();
canvas.drawLine(
lastPoint.x - CANVAS_OFFSET,
lastPoint.y - CANVAS_OFFSET,
mousePos.x - CANVAS_OFFSET,
mousePos.y - CANVAS_OFFSET,
{
thickness: DRAW_THICKNESS,
color: DRAW_COLOR
}
);
lastPoint = mousePos;
}
}
}
}

Related

Haxeflixel: following tut, only getting a black screen

I'm following the tutorial here... http://x01010111.com/haxeflixel.php#w3
I got to the part where he says "Awesome, but" and tried compiling, only to have nothing displayed. I tried comparing my code to his a bunch of times, going farther into the tutorial (I initially stopped when he first mentioned that there should only be a white background, and I compiled for comparison) to see if the problem would disappear (thinking it may have been somewhat outdated, etc.). I searched around looking for an explanation and found I didn't quite know what to search for, and didn't find anything that was helpful.
I haven't changed anything in my install, I've compiled many times previously without issue (numerous times in this same tutorial), so it's something in the Moving Forward section that I did wrong I'm thinking.
So, nothing is displayed, here's my PlayState.hx code.
package;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxObject;
import flixel.tile.FlxTilemap;
import flixel.text.FlxText;
import flixel.ui.FlxButton;
import flixel.util.FlxMath;
import flixel.util.FlxStringUtil;
import flixel.FlxCamera;
import flixel.group.FlxGroup;
import flixel.text.FlxText;
import flixel.util.FlxTimer;
import openfl.Assets;
/**
* A FlxState which can be used for the actual gameplay.
*/
class PlayState extends FlxState
{
var level:FlxTilemap;
var player:FlxSprite;
/**
* Function that is called up when to state is created to set it up.
*/
override public function create():Void
{
FlxG.camera.bgColor = 0xFF6DC2CA;
addLevel();
addPlayer(2, 22);
setCamera();
super.create();
}
/**
* Function that is called when this state is destroyed - you might want to
* consider setting all objects this state uses to null to help garbage collection.
*/
override public function destroy():Void
{
super.destroy();
}
/**
* Function that is called once every frame.
*/
override public function update():Void
{
super.update();
FlxG.collide(level, player);
playerMovement();
}
function playerMovement():Void
{
player.velocity.x = 0;
if(FlxG.keys.pressed.LEFT) player.velocity.x -= 100;
if(FlxG.keys.pressed.RIGHT) player.velocity.x += 100;
if(FlxG.keys.justPressed.SPACE && player.isTouching(FlxObject.FLOOR)) player.velocity.y = -200;
}
function addLevel():Void
{
level = new FlxTilemap();
level.loadMap(Assets.getText("assets/data/Map1_Level.csv"), "Assets/images/tiles.png", 16, 16);
add(level);
}
function setCamera():Void
{
FlxG.camera.follow(player, FlxCamera.STYLE_PLATFORMER);
FlxG.camera.setBounds(0, 0, level.width - 16, level.height - 16, true);
}
function addPlayer(X:Int, Y:Int):Void
{
player = new FlxSprite(X * 16, Y * 16 - 8);
player.makeGraphic(6, 8, 0xFFFF0000);
player.acceleration.y = 800;
add(player);
}
}
And Main.hx...
package;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.Lib;
import flixel.FlxGame;
import flixel.FlxState;
class Main extends Sprite
{
var gameWidth:Int = 320; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
var gameHeight:Int = 240; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
var initialState:Class<FlxState> = PlayState; // The FlxState the game starts with.
var zoom:Float = 2; // If -1, zoom is automatically calculated to fit the window dimensions.
var framerate:Int = 60; // How many frames per second the game should run at.
var skipSplash:Bool = false; // Whether to skip the flixel splash screen that appears in release mode.
var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
// You can pretty much ignore everything from here on - your code should go in your states.
public static function main():Void
{
Lib.current.addChild(new Main());
}
public function new()
{
super();
if (stage != null)
{
init();
}
else
{
addEventListener(Event.ADDED_TO_STAGE, init);
}
}
private function init(?E:Event):Void
{
if (hasEventListener(Event.ADDED_TO_STAGE))
{
removeEventListener(Event.ADDED_TO_STAGE, init);
}
setupGame();
}
private function setupGame():Void
{
var stageWidth:Int = Lib.current.stage.stageWidth;
var stageHeight:Int = Lib.current.stage.stageHeight;
if (zoom == -1)
{
var ratioX:Float = stageWidth / gameWidth;
var ratioY:Float = stageHeight / gameHeight;
zoom = Math.min(ratioX, ratioY);
gameWidth = Math.ceil(stageWidth / zoom);
gameHeight = Math.ceil(stageHeight / zoom);
}
addChild(new FlxGame(gameWidth, gameHeight, initialState, zoom, framerate, framerate, skipSplash, startFullscreen));
}
}
I've been running into a number of problems so far with Haxeflixel and with the exception of a previous out of date tutorial it's always been something stupid that I did wrong.
Edit: I tried using debug mode to show more information, but it didn't show any errors, or anything else for that matter. I hit ~ to see if there was anything I missed there and, again, nothing. What am I looking for in debug mode?
I'm using the Flash Player Projector Content Debugger to run my .swf
Added Main.hx
Attempting to run that code with the assets provided by the tutorial I received the following runtime error in my editor output panel (I am using sublime text)
Assets.hx:149: [openfl.Assets] There is no BitmapData asset with an ID of "Assets/images/tiles.png"
If we look at PlayState.hx on line 76 we can see it is attempting to load the asset "Assets/images/tiles.png". Asset lookups are case sensitive and the asset directory is in fact lowercase by default, so this needs changing to "assets/images/tiles.png"
After doing so that code ran fine for me.
Note that I'm not using flash for debugging this, but neko. if you're having trouble reading debug output in flash you might be best testing with neko first, and then later deploying for flash or your target platfokrm.

HaxeFlixel: make object disappear in certain area

I'm trying to make a game where you can capture floating lights that moves randomly in the air. In the game there is going to be 3 different boxes where you can put the floating lights, so there is also going to be 3 different lights.
The lights works properly and I am able to drag them around like I want.
My issue is how to catch them and re-spawn them. I want to use the kill() method that you find in the flixel.FlxNapeSprite.
When you catch them, you should move them to the correct box, and when they come inside the box, they should get killed, you get points, and a new random light re spawn.
Link to image of the game so far
How do I kill the light-object inside a certain area?
I guess the boxes are FlxNapeSprites as well? Typically you would set up a collision callback here, which is called whenever the hitboxes of two nape bodies overlap (the light and the box in this case). You can display the nape bodies with napeDebugEnabled = true or by pressing the "N" button in the top right of flixel's debugger overlay.
Here's a simple example of how to set up a simple collision callback using Flixel + Nape:
package;
import flixel.addons.nape.FlxNapeSprite;
import flixel.addons.nape.FlxNapeState;
import flixel.util.FlxColor;
import nape.callbacks.CbEvent;
import nape.callbacks.CbType;
import nape.callbacks.InteractionCallback;
import nape.callbacks.InteractionListener;
import nape.callbacks.InteractionType;
import nape.phys.BodyType;
using flixel.util.FlxSpriteUtil;
class PlayState extends FlxNapeState
{
override public function create()
{
super.create();
bgColor = FlxColor.BLACK;
napeDebugEnabled = true;
var light = new Light(10, 10);
var box = new Box(10, 100);
add(light);
add(box);
light.body.velocity.y = 200;
FlxNapeState.space.listeners.add(new InteractionListener(
CbEvent.BEGIN,
InteractionType.COLLISION,
Light.CB_TYPE,
Box.CB_TYPE,
collideLightBox));
}
function collideLightBox(callback:InteractionCallback)
{
var light:Light = cast callback.int1.castBody.userData.sprite;
light.kill();
}
}
class Light extends FlxNapeSprite
{
public static var CB_TYPE(default, null) = new CbType();
public function new(x:Float, y:Float)
{
super(x, y);
makeGraphic(10, 10, FlxColor.TRANSPARENT);
var radius = 5;
drawCircle(5, 5, radius, FlxColor.WHITE);
createCircularBody(radius);
body.cbTypes.add(CB_TYPE);
// we need this to get the Light instance in the callback later
body.userData.sprite = this;
}
}
class Box extends FlxNapeSprite
{
public static var CB_TYPE(default, null) = new CbType();
public function new(x:Float, y:Float)
{
super(x, y);
makeGraphic(100, 50, FlxColor.GREEN);
createRectangularBody(width, height);
body.cbTypes.add(CB_TYPE);
body.type = BodyType.STATIC;
}
}
Be sure to check out the official FlxNape demo. The Nape website also has some very helpful examples + docs.

How do I create an editable Label in javafx 2.2

I am looking to create an editable label at an arbitrary position on the pane on which I am writing. I am under the impression that TextField or TextArea objects are what I could use to implement that capability. There is obviously more to it as I don't know how to position the object when I create it. I have found an example on the "Chaotic Java" website but I need to do a bit more work to understand what's going on there. http://chaoticjava.com/posts/another-javafx-example-the-editable-label/
I am looking for more input from this group.
(There are no errors because I have not written any code.)
I was kind of curious about how to achieve this, so I gave it a try. This is what I came up with.
The approach used is pretty the same as that suggested by James in his comment:
I would start with a Pane, . . ., TextFields to represent text while being edited. Register mouse listeners with the Pane and Text objects, and use the layoutX and layoutY properties to position things . . . just to use text fields, and to use CSS to make them look like labels when not focused and text fields when focused.
The only significantly tricky part was working out how to correctly size the text fields as the Text inside the text field is not exposed via public API to allow you to listen to it's layout bounds. You could perhaps use a css lookup function to get at the enclosed Text, but I chose to use a private sun FontMetrics API (which may be deprecated in the future), to get the size of the text. In the future with Java 9, you should be able to perform the task without using the private API.
The solution doesn't try to do anything tricky like deal with multi-format or multi-line text, it is just for short, single line comments of a few words that can be placed over a scene.
TextCreator.java
// ## CAUTION: beware the com.sun imports...
import com.sun.javafx.tk.FontMetrics;
import com.sun.javafx.tk.Toolkit;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.scene.Cursor;
import javafx.scene.Scene;
import javafx.scene.control.TextField;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.Pane;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
/**
* Displays a map of the lonely mountain upon which draggable, editable labels can be overlaid.
*/
public class TextCreator extends Application {
private static final String MAP_IMAGE_LOC =
"http://images.wikia.com/lotr/images/archive/f/f6/20130209175313!F27c_thorins_map_from_the_hobbit.jpg";
public static void main(String[] args) throws Exception {
launch(args);
}
#Override
public void start(final Stage stage) throws Exception {
Pane pane = new Pane();
pane.setOnMouseClicked(event -> {
if (event.getTarget() == pane) {
pane.getChildren().add(
new EditableDraggableText(event.getX(), event.getY())
);
}
});
EditableDraggableText cssStyled =
new EditableDraggableText(439, 253, "Style them with CSS");
cssStyled.getStyleClass().add("highlighted");
pane.getChildren().addAll(
new EditableDraggableText(330, 101, "Click to add a label"),
new EditableDraggableText(318, 225, "You can edit your labels"),
cssStyled,
new EditableDraggableText(336, 307, "And drag them"),
new EditableDraggableText(309, 346, "Around The Lonely Mountain")
);
StackPane layout = new StackPane(
new ImageView(
new Image(
MAP_IMAGE_LOC
)
),
pane
);
Scene scene = new Scene(layout);
scene.getStylesheets().add(getClass().getResource(
"editable-text.css"
).toExternalForm());
stage.setScene(scene);
stage.setResizable(false);
stage.show();
}
/**
* A text field which has no special decorations like background, border or focus ring.
* i.e. the EditableText just looks like a vanilla Text node or a Label node.
*/
class EditableText extends TextField {
// The right margin allows a little bit of space
// to the right of the text for the editor caret.
private final double RIGHT_MARGIN = 5;
EditableText(double x, double y) {
relocate(x, y);
getStyleClass().add("editable-text");
//** CAUTION: this uses a non-public API (FontMetrics) to calculate the field size
// the non-public API may be removed in a future JavaFX version.
// see: https://bugs.openjdk.java.net/browse/JDK-8090775
// Need font/text measurement API
FontMetrics metrics = Toolkit.getToolkit().getFontLoader().getFontMetrics(getFont());
setPrefWidth(RIGHT_MARGIN);
textProperty().addListener((observable, oldTextString, newTextString) ->
setPrefWidth(metrics.computeStringWidth(newTextString) + RIGHT_MARGIN)
);
Platform.runLater(this::requestFocus);
}
}
/**
* An EditableText (a text field which looks like a label), which can be dragged around
* the screen to reposition it.
*/
class EditableDraggableText extends StackPane {
private final double PADDING = 5;
private EditableText text = new EditableText(PADDING, PADDING);
EditableDraggableText(double x, double y) {
relocate(x - PADDING, y - PADDING);
getChildren().add(text);
getStyleClass().add("editable-draggable-text");
// if the text is empty when we lose focus,
// the node has no purpose anymore
// just remove it from the scene.
text.focusedProperty().addListener((observable, hadFocus, hasFocus) -> {
if (!hasFocus && getParent() != null && getParent() instanceof Pane &&
(text.getText() == null || text.getText().trim().isEmpty())) {
((Pane) getParent()).getChildren().remove(this);
}
});
enableDrag();
}
public EditableDraggableText(int x, int y, String text) {
this(x, y);
this.text.setText(text);
}
// make a node movable by dragging it around with the mouse.
private void enableDrag() {
final Delta dragDelta = new Delta();
setOnMousePressed(mouseEvent -> {
this.toFront();
// record a delta distance for the drag and drop operation.
dragDelta.x = mouseEvent.getX();
dragDelta.y = mouseEvent.getY();
getScene().setCursor(Cursor.MOVE);
});
setOnMouseReleased(mouseEvent -> getScene().setCursor(Cursor.HAND));
setOnMouseDragged(mouseEvent -> {
double newX = getLayoutX() + mouseEvent.getX() - dragDelta.x;
if (newX > 0 && newX < getScene().getWidth()) {
setLayoutX(newX);
}
double newY = getLayoutY() + mouseEvent.getY() - dragDelta.y;
if (newY > 0 && newY < getScene().getHeight()) {
setLayoutY(newY);
}
});
setOnMouseEntered(mouseEvent -> {
if (!mouseEvent.isPrimaryButtonDown()) {
getScene().setCursor(Cursor.HAND);
}
});
setOnMouseExited(mouseEvent -> {
if (!mouseEvent.isPrimaryButtonDown()) {
getScene().setCursor(Cursor.DEFAULT);
}
});
}
// records relative x and y co-ordinates.
private class Delta {
double x, y;
}
}
}
editable-text.css
.editable-text {
-fx-background-color: transparent;
-fx-background-insets: 0;
-fx-background-radius: 0;
-fx-padding: 0;
}
.editable-draggable-text:hover .editable-text {
-fx-background-color: yellow;
}
.editable-draggable-text {
-fx-padding: 5;
-fx-background-color: rgba(152, 251, 152, 0.2); // translucent palegreen
}
.editable-draggable-text:hover {
-fx-background-color: orange;
}
.highlighted {
-fx-background-color: rgba(255, 182, 93, 0.3); // translucent mistyrose
-fx-border-style: dashed;
-fx-border-color: firebrick;
}
If you have time, you could clean the sample implementation up and donate it to the ControlsFX project.
You can use a function of label: setGraphic().
Here is my code:
public void editableLabelTest(Stage stage){
Scene scene = new Scene(new VBox(new EditableLabel("I am a label"),
new EditableLabel("I am a label too")));
stage.setScene(scene);
stage.show();
}
class EditableLabel extends Label{
TextField tf = new TextField();
/***
* backup is used to cancel when press ESC...
*/
String backup = "";
public EditableLabel(){
this("");
}
public EditableLabel(String str){
super(str);
this.setOnMouseClicked(e -> {
if(e.getClickCount() == 2){
tf.setText(backup = this.getText());
this.setGraphic(tf);
this.setText("");
tf.requestFocus();
}
});
tf.focusedProperty().addListener((prop, o, n) -> {
if(!n){
toLabel();
}
});
tf.setOnKeyReleased(e -> {
if(e.getCode().equals(KeyCode.ENTER)){
toLabel();
}else if(e.getCode().equals(KeyCode.ESCAPE)){
tf.setText(backup);
toLabel();
}
});
}
void toLabel(){
this.setGraphic(null);
this.setText(tf.getText());
}
}

AS3 Display Objects & Sprites (Adding children based on a random number)

ActionScript 3.0
Essentially I need a function that displays a random number of butterfly objects. (Also I should make a reset function that resets the first function.)
I find though that the butterflies are not even displayed to begin with, It seems that the children are not being added to the stage even though I used the addChild().
Any help is appreciate thanks!
// Random Number
var randomNumber : int = Math.floor(Math.random() * 8);
// New Sprite
var bContainer: Sprite = new Sprite();
this.addChild(bContainer);
var butterfly: MovieClip = new Butterfly();
bContainer.addChild(butterfly);
//Function to Create Butterfly Objects:
function showButterfly(randomNumber:int):void {
while(bContainer.numChildren < randomNumber){
bContainer.addChild(butterfly);
}
//Reset Function, I am not sure about this (especially the second one)
function button(evt:MouseEvent): void {
if(numChildren>0) {
removeChildAt(0);
}
if(numChildren==0) {
showButterfly();
}
}
// Event Listener
button.addEventListener(MouseEvent.MOUSE_DOWN);
//
I'm not completely sure, but aren't you suppose to set the width and height for the sprite that works as a holder object?
var bContainer: Sprite = new Sprite();
bContainer.graphics.beginFill(0xffffff);
bContainer.graphics.drawRect(0, 0,stage.stageWidth, stage.stageHeight);
addChildAt(bContainer, 0);

Actionscript 3.0: Accessing Dynamic text from AS3 class to Game

I have here a bubble popping game where bubbles fall from top of the game to the bottom and the player tries to pop as many bubbles as possible in 30 seconds. It is a 3 frame game, 1st frame is the start button, 2nd frame is the game, 3rd frame is the score and play again.
1st frame: Buttons to go to the second frame
2nd Frame: timer to count 30 seconds of play time
3rd frame: buttons to play again.
ScoreValue is a dynamic textbox in the last frame of the game. It records the points based on size the size scale of the bubble, and should be change based on the amount of bubbles the player has popped.
scoreValue.text = score.toString();
Error 1120: Access of unidentified property scoreValue
Anyways here the full package of the code.
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.media.Sound;
import flash.geom.ColorTransform;
public class Ball extends MovieClip{
static public var burstCounter: uint;
private var vx: Number;
private var vy: Number;
private var gravity: Number;
private var stageWidth;
private var stageHeight;
private var bubble:Ball = new Ball();
private var score: uint=0;
public function Ball() {
bubble.addEventListener(Event.ADDED_TO_STAGE, initialize)
bubble.addEventListener(MouseEvent.CLICK, burst)
bubble.addEventListener(Event.ENTER_FRAME, dropping)
}
public function initialize (e:Event):void
{
bubble.x = Math.random() * stageWidth;
bubble.y = 0;
stageWidth = stage.stageWidth;
stageHeight = stage.stageHeight;
bubble.vx = Math.random() * 2 - 1;
bubble.vy = Math.random() * 2 + 1;
gravity = 0.1;
var sizeScale = Math.random() * 1.2 + .6;
bubble.scaleX = bubble.scaleY = sizeScale;
score = (10 / sizeScale);
scoreValue.text = score.toString();
var colorTran = new ColorTransform();
colorTran.color = Math.random() * 0xFFFFFF;
transform.colorTransform = colorTran;
addChild(bubble);
}
function dropping(e: Event) :void
{
x += vx;
y += vy;
vy += gravity;
if((x<0) || (x>stageWidth) || (y<0) || (y>stageHeight))
{
if(parent != null)
{
parent.removeChild(this);
}
removeEventListener(Event.ENTER_FRAME, dropping)
}
}
function burst (e:Event):void
{
var ballonPopping: Sound = new BalloonPopping();
bubble.removeEventListener(Event.ADDED_TO_STAGE, initialize);
bubble.removeEventListener(Event.ENTER_FRAME, dropping);
removeChild(bubble);
ballonPopping.play();
burstCounter += score;
}
}
}
Im getting this as output in my program, does any one know why?
Fonts should be embedded for any text that may be edited at runtime, other than text with the "Use Device Fonts" setting. Use the Text > Font Embedding command to embed fonts.
Thanks for your time.
you need to import the MouseEvent class to fix the 'Access undefined property of MouseEvent'
add this to your import statements:
import flash.events.MouseEvent;
Firstly, in a class, functions should be defined as public or private. Second, your burst function is expecting an Event while you are assigning a MouseEvent to it. Its an easy mistake that I use to often do.
Change it to:
private function burst (e:MouseEvent):void
The font thing in the output panel means you have a dynamic text field somewhere. Simply go to your FLA, open up that textfield and on the properties panel, hit the embed button and choose the Basic Latin checkbox...or numerals if its just numbers
edit: Also change your import to
import flash.events.*;
or add
import flash.events.MouseEvent;

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