Make a FlxSprite sway left and right? - haxe

I want to make a FlxSprite object sway left and right at a set speed. How should I do this?

You may use the tweening system (FlxTween).
Here is a tutorial:
[https://haxeflixel.com/documentation/flxtween/]

You probably want to tween the object
FlxTween.tween(spr, {x: 100}, 1);
This tweens the spr FlxSprite (can be used to tween any values though) to x position 100, in the duration of 1 second.
To have a sway, you might want to add both an ease to it, and make it PINGPONG loop.
FlxTween.tween(spr, {x: 100}, 1, {ease: FlxEase.quadInOut, type: PINGPONG});
The list of eases can be found in the FlxTween demo on the HaxeFlixel website if you wanna see out they all look.
The type is the loop type. By default it's set to ONESHOT, which plays the tween and keeps it there. PINGPONG hits the tween, but then tweens it back to the original position.

Related

Why doesn't my Raycast2Ds detect walls from my tilemap

I am currently trying to make a small top-down RPG with grid movement.
To simplify things, when i need to make something move one way, I use a RayCast2D Node and see if it collides, to know if i can move said thing.
However, it does not seem to detect the walls ive placed until I am inside of them.
Ive already checked for collision layers, etc and they seem to be set up correctly.
What have i done wrong ?
More info below :
Heres the code for the raycast check :
func is_path_obstructed_by_obstacle(x,y):
$Environment_Raycast.set_cast_to(Vector2(GameVariables.case_width * x * rayrange, GameVariables.case_height * y * rayrange))
return $Environment_Raycast.is_colliding()
My walls are from a TileMap, with collisions set up. Everything that uses collisions is on the default layer for now
Also heres the function that makes my character move :
func move():
var direction_vec = Vector2(0,0)
if Input.is_action_just_pressed("ui_right"):
direction_vec = Vector2(1,0)
if Input.is_action_just_pressed("ui_left"):
direction_vec = Vector2(-1,0)
if Input.is_action_just_pressed("ui_up"):
direction_vec = Vector2(0,-1)
if Input.is_action_just_pressed("ui_down"):
direction_vec = Vector2(0,1)
if not is_path_obstructed(direction_vec.x, direction_vec.y):
position += Vector2(GameVariables.case_width * direction_vec.x, GameVariables.case_height * direction_vec.y)
grid_position += direction_vec
return
With ray casts always make sure it is enabled.
Just in case, I'll also mention that the ray cast cast_to is in the ray cast local coordinates.
Of course collision layers apply, and the ray cast has exclude_parent enabled by default, but I doubt that is the problem.
Finally, remember that the ray cast updates on the physics frame, so if you are using it from _process it might be giving you outdated results. You can call call force_update_transform and force_raycast_update on it to solve it. Which is also what you would do if you need to move it and check multiple times on the same frame.
For debugging, you can turn on collision shapes in the debug menu, which will allow you to see them when running the game, and see if the ray cast is positioned correctly. If the ray cast is not enabled it will not appear. Also, by default, they will turn red when they collide something.

Basic Transition Issues

I'm trying to write a basic script which uses the remote API to turn on my lights, then transition them to a certain color. The code for doing so using a custom SDK looks something like this:
group.SetState(hue.State{On: true, Bri: 0, Hue: 4000, TransitionTime: 0})
time.Sleep(1 * time.Second)
group.SetState(hue.State{TransitionTime: 300, Bri: 254, Hue: 11500, Sat: 0})
Where each of the SetState calls makes a call to the Group command API. Seems simple enough but I'm having a couple of issues:
Unless I dim the lights then turn them off first (or call the 'Cinema' formula from Hue Labs), when I call this code the lights come on at whatever brightness they were at before, seemingly ignoring the first setState call.
The brightness and saturation of the transition are ignored. All it does is transition Hue, though this behavior varies depending on if I include the sleep timer or not.
Any thoughts on what I am doing wrong?
EDIT: It looks like the API isn't even respecting the first statement's brightness setting. If I make the call to set it to 0, nothing happens.
It turns out the issues I described were due to json:"___,omitempty"being on the brightness, transition, and saturation settings. This means that when they have a value of 0 they are left out when marshalling to json in Go. facepalm.
Converting the values to int pointers fixed the issue for me.

OSG/OSGEarth How to move a Camera

I'm making a Drone simulator with OSGEarth. I never used OSG before so I have some troubles to understand cameras.
I'm trying to move a Camera to a specific location (lat/lon) with a specific roll, pitch and yaw in OSG Earth.
I need to have multiple cameras, so I use a composite viewer. But I don't understand how to move the particular camera.
Currently I have one with the EarthManipulator which works fine.
class NovaManipulator : publicosgGA::CameraManipulator {
osg::Matrixd NovaManipulator::getMatrix() const
{
//drone_ is only a struct which contains updated infomations
float roll = drone_->roll(),
pitch = drone_->pitch(),
yaw = drone_->yaw();
auto position = drone_->position();
osg::Vec3d world_position;
position.toWorld(world_position);
cam_view_->setPosition(world_position);
const osg::Vec3d rollAxis(0.0, 1.0, 0.0);
const osg::Vec3d pitchAxis(1.0, 0.0, 0.0);
const osg::Vec3d yawAxis(0.0, 0.0, 1.0);
//if found this code :
// https://stackoverflow.com/questions/32595198/controling-openscenegraph-camera-with-cartesian-coordinates-and-euler-angles
osg::Quat rotationQuat;
rotationQuat.makeRotate(
osg::DegreesToRadians(pitch + 90), pitchAxis,
osg::DegreesToRadians(roll), rollAxis,
osg::DegreesToRadians(yaw), yawAxis);
cam_view_->setAttitude(rotationQuat);
// I don't really understand this also
auto nodePathList = cam_view_->getParentalNodePaths();
return osg::computeLocalToWorld(nodePathList[0]);
}
osg::Matrixd NovaManipulator::getInverseMatrix() const
{
//Don't know why need to be inverted
return osg::Matrix::inverse(getMatrix());
}
};
Then I install the manupulator to a Viewer. And when I simulate the world, The camera is on the good place (Lat/Lon/Height).
But the orientation in completely wrong and I cannot find where I need to "correct" the axis.
Actually my drone is in France but the "up" vector is bad, it still head to North instead of "vertical" relatively to the ground.
See what I'm getting on the right camera
I need to have a yaw relative to North (0 ==> North), and when my roll and pitch are set to zero I need to be "parallel" to the ground.
Is my approach (by making a Manipulator) is the best to do that ?
Can I put the camera object inside the Graph node (behind a osgEarth::GeoTransform (it works for my model)) ?
Thanks :)
In the past, I have done a cute trick involving using an ObjectLocator object (to get the world position and plane-tangent-to-surface orientation), combined with a matrix to apply the HPR. There's an invert in there to make it into a camera orientation matrix rather than an object placement matrix, but it works out ok.
http://forum.osgearth.org/void-ObjectLocator-setOrientation-default-orientation-td7496768.html#a7496844
It's a little tricky to see what's going on in your code snippet as the types of many of the variables aren't obvious.
AlphaPixel does lots of telemetry / osgEarth type stuff, so shout if you need help.
It is probably just the order of your rotations - matrix and quaternion multiplications are order dependent. I would suggest:
Try swapping order of pitch and roll in your MakeRotate call.
If that doesn't work, set all but 1 rotation to 0° at a time, making sure each is what you expect, then you can play with the orders (there are only 6 possible orders).
You could also make individual quaternions q1, q2, q3, where each represents h,p, and r, individually, and multiply them yourself to control the order. This is what the overload of MakeRotate you're using does under the hood.
Normally you want to do your yaw first, then your pitch, then your roll (or skip roll altogether if you like), but I don't recall off-hand whether osg::quat concatenates in a pre-mult or post-mult fashion, so it could be p-r-y order.

Phaser.js - how do I take an object out of a group?

I'm playing around with phasers invaders example game.
When the object is shot, instead of killing it I'm changing the sprite and moving it to the bottom of the screen. However, it can now be shot again. I don't want it to be shootable a 2nd time. I'm thinking that because the gamephysics are on the group 'aliens', there are probably two options.
a) Either I can take the single shot alien out of the group 'aliens' and hope that stops it from being shot a 2nd time.
b) Or there's some way of saying ' alien just shot = now protected from being shot again' , I tried the following to no avail.
alien.physicsBodyType = null;
This is my collision handler right now
function collisionHandler (bullet, alien) {
// When a bullet hits an alien we kill them both
bullet.kill();
alien.loadTexture("cured");
// move alien to bottom
var tween2 = game.add.tween(alien).to( { y: 300 }, 1000, Phaser.Easing.Linear.EaseIn, true);
tween2.onComplete.add(doNext, this);
tween2.start();
So, basically the changed sprite can still be shot at, I need to make it so it cannot be shot at.
I tried this.
game.world.add(happy);
It changed the position of the sprite and it was still shootable. Hmmm...
Is there a way to take collision off the single shot alien?
Ok, I figured out my answer, just deactivate the body of the sprite, you don't need to take it out of the group.
sprite.body.enable = false;
Where 'sprite' is the name of your actual sprite. Tested and works.

iPhone help with animations CGAffineTransform resetting?

Hi I am totally confused with CGAffineTransform animations. All I want to do is move a sprite from a position on the right to a position on the left. When it has stopped I want to "reset" it i.e. move it back to where it started. If the app exits (with multitasking) I want to reset the position again on start and repeat the animation.
This is what I am using to make the animation..
[UIImageView animateWithDuration:1.5
delay:0.0
options:(UIViewAnimationOptionAllowUserInteraction |
UIViewAnimationOptionCurveLinear
)
animations:^(void){
ufo.transform = CGAffineTransformTranslate(ufo.transform, -270, 100);
}
completion:^(BOOL finished){
if(finished){
NSLog(#"ufo finished");
[self ufoAnimationDidStop];
}
}];
As I understand it the CGAffineTransforms just visually makes the sprite look like it's moved but doesn't actually move it. Therefore when I try and "reset" the position using
ufo.center = CGPointMake(355, 70);
it doesn't do anything.
I do have something working, if I call
ufo.transform = CGAffineTransformTranslate(ufo.transform, 270, -100);
it resets. The problem is if I exit the app half way through the animation then when it restarts it doesn't necessarily start from the beginning and it doesn't go the the right place, it basically goes crazy!
Is there a way to just remove any transforms applied to it? I'm considering just using a timer but this seems silly when this method should work. I;ve been struggling with this for some time so any help would be much appreciated.
Thanks
Applying a transform to a view doesn't actually change the center or the bounds of the view; it just changes the way the view is shown on the screen. You want to set your transform back to CGAffineTransformIdentity to ensure that it looks like "normal." You can set it to that before you start your animation and set it to what you want it to animate to.

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