I was looking for a way to get the audio amplitude of a sound played at a given time, and the OpenFL API proposed the leftPeak and rightPeak methods of the SoundChannel class. After several tests, I could observe the value returned by the method was always the same: 1 (it is supposed to return a value between 0 and 1)!
After searching the source code, I was able to discover that leftPeak and rightPeak were only public properties, set in the constructor of our SoundChannel object, but never updated, and there is no function that explains how to do it.
Could you please support me develop the method to get the amplitude back?
I put the class code just below it, to confirm what I said!
Thank you in advance.
#if !flash
import openfl.events.Event;
import openfl.events.EventDispatcher;
#if lime
import lime.media.AudioSource;
#end
/**
The SoundChannel class controls a sound in an application. Every sound is
assigned to a sound channel, and the application can have multiple sound
channels that are mixed together. The SoundChannel class contains a
`stop()` method, properties for monitoring the amplitude
(volume) of the channel, and a property for assigning a SoundTransform
object to the channel.
#event soundComplete Dispatched when a sound has finished playing.
**/
#if !openfl_debug
#:fileXml('tags="haxe,release"')
#:noDebug
#end
#:access(openfl.media.SoundMixer)
#:final #:keep class SoundChannel extends EventDispatcher
{
/**
The current amplitude(volume) of the left channel, from 0(silent) to 1
(full amplitude).
**/
public var leftPeak(default, null):Float;
/**
When the sound is playing, the `position` property indicates in
milliseconds the current point that is being played in the sound file.
When the sound is stopped or paused, the `position` property
indicates the last point that was played in the sound file.
A common use case is to save the value of the `position`
property when the sound is stopped. You can resume the sound later by
restarting it from that saved position.
If the sound is looped, `position` is reset to 0 at the
beginning of each loop.
**/
public var position(get, set):Float;
/**
The current amplitude(volume) of the right channel, from 0(silent) to 1
(full amplitude).
**/
public var rightPeak(default, null):Float;
/**
The SoundTransform object assigned to the sound channel. A SoundTransform
object includes properties for setting volume, panning, left speaker
assignment, and right speaker assignment.
**/
public var soundTransform(get, set):SoundTransform;
#:noCompletion private var __isValid:Bool;
#:noCompletion private var __soundTransform:SoundTransform;
#if lime
#:noCompletion private var __source:AudioSource;
#end
#if openfljs
#:noCompletion private static function __init__()
{
untyped Object.defineProperties(SoundChannel.prototype, {
"position": {
get: untyped __js__("function () { return this.get_position (); }"),
set: untyped __js__("function (v) { return this.set_position (v); }")
},
"soundTransform": {
get: untyped __js__("function () { return this.get_soundTransform (); }"),
set: untyped __js__("function (v) { return this.set_soundTransform (v); }")
},
});
}
#end
#:noCompletion private function new(source:#if lime AudioSource #else Dynamic #end = null, soundTransform:SoundTransform = null):Void
{
super(this);
leftPeak = 1;
rightPeak = 1;
if (soundTransform != null)
{
__soundTransform = soundTransform;
}
else
{
__soundTransform = new SoundTransform();
}
#if lime
if (source != null)
{
__source = source;
__source.onComplete.add(source_onComplete);
__isValid = true;
__source.play();
}
#end
SoundMixer.__registerSoundChannel(this);
}
/**
Stops the sound playing in the channel.
**/
public function stop():Void
{
SoundMixer.__unregisterSoundChannel(this);
if (!__isValid) return;
#if lime
__source.stop();
#end
__dispose();
}
#:noCompletion private function __dispose():Void
{
if (!__isValid) return;
#if lime
__source.onComplete.remove(source_onComplete);
__source.dispose();
__source = null;
#end
__isValid = false;
}
#:noCompletion private function __updateTransform():Void
{
this.soundTransform = soundTransform;
}
// Get & Set Methods
#:noCompletion private function get_position():Float
{
if (!__isValid) return 0;
#if lime
return __source.currentTime + __source.offset;
#else
return 0;
#end
}
#:noCompletion private function set_position(value:Float):Float
{
if (!__isValid) return 0;
#if lime
__source.currentTime = Std.int(value) - __source.offset;
#end
return value;
}
#:noCompletion private function get_soundTransform():SoundTransform
{
return __soundTransform.clone();
}
#:noCompletion private function set_soundTransform(value:SoundTransform):SoundTransform
{
if (value != null)
{
__soundTransform.pan = value.pan;
__soundTransform.volume = value.volume;
var pan = SoundMixer.__soundTransform.pan + __soundTransform.pan;
if (pan < -1) pan = -1;
if (pan > 1) pan = 1;
var volume = SoundMixer.__soundTransform.volume * __soundTransform.volume;
if (__isValid)
{
#if lime
__source.gain = volume;
var position = __source.position;
position.x = pan;
position.z = -1 * Math.sqrt(1 - Math.pow(pan, 2));
__source.position = position;
return value;
#end
}
}
return value;
}
// Event Handlers
#:noCompletion private function source_onComplete():Void
{
SoundMixer.__unregisterSoundChannel(this);
__dispose();
dispatchEvent(new Event(Event.SOUND_COMPLETE));
}
}
#else
typedef SoundChannel = flash.media.SoundChannel;
#end
Related
I am a beginner in Unity and I am currently making a simple game. I have a problem managing the flow of my minigame. The minigame is simply finding an object, when I found and tap on the item name below will be shaded or marked or there can be animation just to indicate that the item is found.
What I want to do is to get the name of the objects that need to be found and set them randomly in the three (3) item names below. like every time this minigame opens the names of the items are randomly placed in the 3 texts. And when the item is found the name below will be marked or shaded or anything that will indicate it is found, but for now I will just set it inactive for easier indication. How can I properly do this whole process?
The objects inside the scene are button for them to have onCLick() events
Correction: the term choices are wrong because they just display the name of the items that you need to find, just in case you get confused with the term choice in my minigame. I will fix it.
Here is the visuals for the minigame:
The script I currently have for when the objects was clicked:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
[SerializeField] Button pillowBtn, pcBtn, lampBtn;
// [SerializeField] TextMeshProUGUI choice1, choice2, choice3;
// FROM THE SOLUTION
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] List<TextMeshProUGUI> textBoxes;
// METHOD NAMES IS TEMPORARY
public void pillowClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void desktopClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void lampClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
}
You asked for a lot and I hope I understood your intention.
first, if you want to randomly choose an amount of game objects from your game, I think the best way to do it is by adding the refernece of all the game objects you want to choose from radomly inside a list of game objects and then randomly take a game object of the list and make it a child of another game object I call "fatherGoTranform" on my code like that:
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] float numOfGO = 4;
[SerializeField] Transform fatherGoTranform;
void Start()
{
for(int i=0;i<numOfGO;i++)
{
int index = Random.Range(0, gameObjectWanted.Count-1);
GameObject currentGO = gameObjectWanted[index ];
currentGO.transform.parent = fatherGoTranform;
gameObjectWanted.RemoveAt(index);
}
}
and then to click on a game object and the do with what you want try this:
void Update()
{
//Check for mouse click
if (Input.GetMouseButtonDown(0))
{
RaycastHit raycastHit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out raycastHit, 100f))
{
if (raycastHit.transform != null)
{
//Our custom method.
CurrentClickedGameObject(raycastHit.transform.gameObject);
}
}
}
}
I have not checked the code so if there is an error tell me and I will fix it
This is the solution that worked for my problem. I randomly placed numbers to the list according to childCount and every index indicate the index of the text that I want to put them on which I get as a Transform child.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
// [SerializeField] Button pillowBtn, pcBtn, lampBtn;
[SerializeField] GameObject choices, v1, finishPanel;
// RANDOM NUMBER HOLDER FOR CHECKING
private int randomNumber, foundCount;
// RANDOMIZED NUMBER LIST HOLDER
public List<int> RndmList = new List<int>();
private void Awake()
{
foundCount = 0;
RndmList = new List<int>(new int[v1.transform.childCount]);
for (int i = 0; i < v1.transform.childCount; i++)
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
while (RndmList.Contains(randomNumber))
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
}
RndmList[i] = randomNumber;
// Debug.Log(v1.transform.GetChild(randomNumber-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text = v1.transform.GetChild(randomNumber - 1).name;
}
}
public void objectFound()
{
string objectName = EventSystem.current.currentSelectedGameObject.name;
Debug.Log("you found the " + objectName);
for (int i = 0; i < choices.transform.childCount; i++)
{
if (objectName == choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text)
{
// Debug.Log(i);
// choices.transform.GetChild(i).gameObject.SetActive(false);
// choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
if(RndmList.Contains(i+1))
{
// Debug.Log(i);
// Debug.Log(v1.transform.GetChild(RndmList[i]-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
v1.transform.GetChild(RndmList[i]-1).GetComponent<Button>().enabled = false;
foundCount++;
}
}
}
if(foundCount == v1.transform.childCount)
{
finishPanel.SetActive(true);
}
}
}
Let say we have an object:
#:checkDirty
class Test {
var a:Int;
var b(default, default):String;
var c(get, set):Array<Int>;
public function new() {
...
}
public function get_c() {
...
}
public function set_c(n) {
...
}
}
Could we write a macro checkDirty so that any change to field/properties would set property dirty to true. Macro would generate dirty field as Bool and clearDirty function to set it to false.
var test = new Test();
trace(test.dirty); // false
test.a = 12;
trace(test.dirty); // true
test.clearDirty();
trace(test.dirty); //false
test.b = "test"
trace(test.dirty); //true
test.clearDirty();
test.c = [1,2,3];
trace(test.dirty); //true
Just to note - whenever you consider proxying access to an object, in my experience, there are always hidden costs / added complexity. :)
That said, you have a few approaches:
First, if you want it to be pure Haxe, then either a macro or an abstract can get the job done. Either way, you're effectively transforming every property access into a function call that sets the value and also sets dirty.
For example, an abstract using the #:resolve getter and setter can be found in the NME source code, replicated here for convenience:
#:forward(decode,toString)
abstract URLVariables(URLVariablesBase)
{
public function new(?inEncoded:String)
{
this = new URLVariablesBase(inEncoded);
}
#:resolve
public function set(name:String, value:String) : String
{
return this.set(name,value);
}
#:resolve
public function get(name:String):String
{
return this.get(name);
}
}
This may be an older syntax, I'm not sure... also look at the operator overloading examples on the Haxe manual:
#:op(a.b) public function fieldRead(name:String)
return this.indexOf(name);
#:op(a.b) public function fieldWrite(name:String, value:String)
return this.split(name).join(value);
Second, I'd just point out that if the underlying language / runtime supports some kind of Proxy object (e.g. JavaScript Proxy), and macro / abstract isn't working as expected, then you could build your functionality on top of that.
I wrote a post (archive) about doing this kind of thing (except for emitting events) before - you can use a #:build macro to modify class members, be it appending an extra assignment into setter or replacing the field with a property.
So a modified version might look like so:
class Macro {
public static macro function build():Array<Field> {
var fields = Context.getBuildFields();
for (field in fields.copy()) { // (copy fields so that we don't go over freshly added ones)
switch (field.kind) {
case FVar(fieldType, fieldExpr), FProp("default", "default", fieldType, fieldExpr):
var fieldName = field.name;
if (fieldName == "dirty") continue;
var setterName = "set_" + fieldName;
var tmp_class = macro class {
public var $fieldName(default, set):$fieldType = $fieldExpr;
public function $setterName(v:$fieldType):$fieldType {
$i{fieldName} = v;
this.dirty = true;
return v;
}
};
for (mcf in tmp_class.fields) fields.push(mcf);
fields.remove(field);
case FProp(_, "set", t, e):
var setter = Lambda.find(fields, (f) -> f.name == "set_" + field.name);
if (setter == null) continue;
switch (setter.kind) {
case FFun(f):
f.expr = macro { dirty = true; ${f.expr}; };
default:
}
default:
}
}
if (Lambda.find(fields, (f) -> f.name == "dirty") == null) fields.push((macro class {
public var dirty:Bool = false;
}).fields[0]);
return fields;
}
}
which, if used as
#:build(Macro.build())
#:keep class Some {
public function new() {}
public var one:Int;
public var two(default, set):String;
function set_two(v:String):String {
two = v;
return v;
}
}
Would emit the following JS:
var Some = function() {
this.dirty = false;
};
Some.prototype = {
set_two: function(v) {
this.dirty = true;
this.two = v;
return v;
}
,set_one: function(v) {
this.one = v;
this.dirty = true;
return v;
}
};
The program returns: CANCELED: Reason=Error ErrorDetails=WebSocket Upgrade failed with an authentication error (401). Please check for correct subscription key (or authorization token) and region name. SessionId: cbfcdf7f26304343a08de6c398652053
I'm using my free trial subscription key and westus region. This is the sample code found here: https://learn.microsoft.com/en-us/azure/cognitive-services/speech-service/quickstarts/speech-to-text-from-microphone?tabs=unity%2Cx-android%2Clinux%2Cjava-runtime&pivots=programming-language-csharp
using UnityEngine;
using UnityEngine.UI;
using Microsoft.CognitiveServices.Speech;
#if PLATFORM_ANDROID
using UnityEngine.Android;
#endif
#if PLATFORM_IOS
using UnityEngine.iOS;
using System.Collections;
#endif
public class Helloworld : MonoBehaviour
{
// Hook up the two properties below with a Text and Button object in your UI.
public Text outputText;
public Button startRecoButton;
private object threadLocker = new object();
private bool waitingForReco;
private string message;
private bool micPermissionGranted = false;
#if PLATFORM_ANDROID || PLATFORM_IOS
// Required to manifest microphone permission, cf.
// https://docs.unity3d.com/Manual/android-manifest.html
private Microphone mic;
#endif
public async void ButtonClick()
{
// Creates an instance of a speech config with specified subscription key and service region.
// Replace with your own subscription key and service region (e.g., "westus").
var config = SpeechConfig.FromSubscription("yourSubscriptionKey", "yourRegion");
// Make sure to dispose the recognizer after use!
using (var recognizer = new SpeechRecognizer(config))
{
lock (threadLocker)
{
waitingForReco = true;
}
// Starts speech recognition, and returns after a single utterance is recognized. The end of a
// single utterance is determined by listening for silence at the end or until a maximum of 15
// seconds of audio is processed. The task returns the recognition text as result.
// Note: Since RecognizeOnceAsync() returns only a single utterance, it is suitable only for single
// shot recognition like command or query.
// For long-running multi-utterance recognition, use StartContinuousRecognitionAsync() instead.
var result = await recognizer.RecognizeOnceAsync().ConfigureAwait(false);
// Checks result.
string newMessage = string.Empty;
if (result.Reason == ResultReason.RecognizedSpeech)
{
newMessage = result.Text;
}
else if (result.Reason == ResultReason.NoMatch)
{
newMessage = "NOMATCH: Speech could not be recognized.";
}
else if (result.Reason == ResultReason.Canceled)
{
var cancellation = CancellationDetails.FromResult(result);
newMessage = $"CANCELED: Reason={cancellation.Reason} ErrorDetails={cancellation.ErrorDetails}";
}
lock (threadLocker)
{
message = newMessage;
waitingForReco = false;
}
}
}
void Start()
{
if (outputText == null)
{
UnityEngine.Debug.LogError("outputText property is null! Assign a UI Text element to it.");
}
else if (startRecoButton == null)
{
message = "startRecoButton property is null! Assign a UI Button to it.";
UnityEngine.Debug.LogError(message);
}
else
{
// Continue with normal initialization, Text and Button objects are present.
#if PLATFORM_ANDROID
// Request to use the microphone, cf.
// https://docs.unity3d.com/Manual/android-RequestingPermissions.html
message = "Waiting for mic permission";
if (!Permission.HasUserAuthorizedPermission(Permission.Microphone))
{
Permission.RequestUserPermission(Permission.Microphone);
}
#elif PLATFORM_IOS
if (!Application.HasUserAuthorization(UserAuthorization.Microphone))
{
Application.RequestUserAuthorization(UserAuthorization.Microphone);
}
#else
micPermissionGranted = true;
message = "Click button to recognize speech";
#endif
startRecoButton.onClick.AddListener(ButtonClick);
}
}
void Update()
{
#if PLATFORM_ANDROID
if (!micPermissionGranted && Permission.HasUserAuthorizedPermission(Permission.Microphone))
{
micPermissionGranted = true;
message = "Click button to recognize speech";
}
#elif PLATFORM_IOS
if (!micPermissionGranted && Application.HasUserAuthorization(UserAuthorization.Microphone))
{
micPermissionGranted = true;
message = "Click button to recognize speech";
}
#endif
lock (threadLocker)
{
if (startRecoButton != null)
{
startRecoButton.interactable = !waitingForReco && micPermissionGranted;
}
if (outputText != null)
{
outputText.text = message;
}
}
}
}
The sample code you pasted above still has the placeholder values for region and subscription key. Just double checking that you did in fact replace those strings with your own subscription key and region? If that's true, can you please turn on logging, run the code again, and then provide the log? We can help diagnose from there...
To turn on logging, see https://aka.ms/speech/logging.
I am trying to draw a Rectangle Label with a text in it every tick.. I want a text to fit exactly in to a Rectangle_Label.. As a text i am using Label.. But cant get it to work exactly.. It is not correctly situated..
In Fact i would like to create a class that would do it all in one... Just like a rectangle with text in it that would be always having same co ordinance and size etc..
Any help would be greatly appreciated...
bool createRectangleLabel(long chart_ID,string name,string labelName,int shift,double price,string text,double xSize,double ySize,double xOffSet,double yOffSet,double xDistance,double yDistance)
{
if(ObjectCreate(chart_ID,labelName,OBJ_RECTANGLE_LABEL,0,TimeCurrent()-shift,price))
{
Print(xDistance+" "+yDistance);
ObjectSetInteger(chart_ID,labelName,OBJPROP_BGCOLOR,clrBlack);
ObjectSetInteger(chart_ID,labelName,OBJPROP_XDISTANCE,xDistance);
ObjectSetInteger(chart_ID,labelName,OBJPROP_YDISTANCE,yDistance);
ObjectSetInteger(chart_ID,labelName,OBJPROP_YSIZE,ySize);
ObjectSetInteger(chart_ID,labelName,OBJPROP_XSIZE,xSize);
ObjectSetString(chart_ID,labelName,OBJPROP_TEXT,text);
ObjectSetInteger(chart_ID,name,OBJPROP_ANCHOR,ANCHOR_CENTER);
return true;
}
else
{
Print("createRectangleLabel return error code: ",GetLastError());
Print("+--------------------------------------------------------------+");
return false;
}
}
bool createLineText(long chart_ID,string name,string labelName,int shift,double price,string text)
{
int xDistance=0;
int yDistance=0;
int xSize,xOffSet;
int ySize,yOffSet;
bool i=ChartTimePriceToXY(chart_ID,0,TimeCurrent(),price,xDistance,yDistance);
if(ObjectCreate(chart_ID,name,OBJ_LABEL,0,TimeCurrent()-shift,price))
{
ObjectSetInteger(chart_ID,name,OBJPROP_BGCOLOR,clrWhite);
ObjectSetInteger(chart_ID,name,OBJPROP_XDISTANCE,xDistance);
ObjectSetInteger(chart_ID,name,OBJPROP_YDISTANCE,yDistance);
ObjectSetString(chart_ID,name,OBJPROP_TEXT,text);
ObjectSetInteger(chart_ID,name,OBJPROP_ANCHOR,ANCHOR_CENTER);
ObjectSetInteger(chart_ID,name,OBJPROP_COLOR,clrWhite);
ObjectSetInteger(chart_ID,name,OBJPROP_FONTSIZE,10);
xSize = ObjectGet(name,OBJPROP_XSIZE);
ySize = ObjectGet(name,OBJPROP_YSIZE);
xOffSet = ObjectGet(name,OBJPROP_XOFFSET);
yOffSet = ObjectGet(name,OBJPROP_YOFFSET);
TextGetSize(name,xSize,ySize);
createRectangleLabel(chart_ID,name,labelName,shift,price,text,xSize,ySize,xOffSet,yOffSet,xDistance,yDistance);
return true;
}
else
{
Print("createLineText return error code: ",GetLastError());
Print("+--------------------------------------------------------------+");
return false;
}
}
You cannot call ObjectCreate() every tick - it would return an error 4200.
If you check the object exists before creating, that would help. Alternative approach would be to try to create the object and assign it with some necessary properties (e.g., color of the object, anchor etc) in one block, and move it in another.
if(ObjectFind(chart_id,labelName)<0){
if(ObjectCreate(chart_ID,labelName,OBJ_RECTANGLE_LABEL,0,TimeCurrent()-shift,price)){
ObjectSetInteger(chart_ID,labelName,OBJPROP_BGCOLOR,clrBlack);//etc.
}
ObjectSetInteger(chart_ID,labelName,OBJPROP_XDISTANCE,xDistance);
ObjectSetInteger(chart_ID,labelName,OBJPROP_YDISTANCE,yDistance);//if you need to move the object or take other steps each tick, e.g. update text - do it here
}
You're thinking along the right lines when you say that you'd like to create a class. Fortunately for you, the standard library already includes all the classes you need to make chart objects. Documentation
Example Indicator:
#property strict
#property indicator_chart_window
#include <ChartObjects\ChartObjectsTxtControls.mqh>
class MyRectLabel : public CChartObjectRectLabel
{
CChartObjectLabel m_label;
public:
bool Create(long chart, const string name, const int window,
const int X, const int Y, const int sizeX, const int sizeY)
{
if(!CChartObjectRectLabel::Create(chart,name,window,X,Y,sizeX,sizeY))
return false;
return m_label.Create(chart, name + "_", window, X + 8, Y + 12);
}
bool Color(const color clr){
return m_label.Color(clr);
}
bool Description(const string text){
return m_label.Description(text);
}
bool FontSize(const int size){
return m_label.FontSize(size);
}
bool ToolTip(const string text){
return (this.ToolTip(text) && m_label.Tooltip(text));
}
};
//+------------------------------------------------------------------+
MyRectLabel rect_label;
//+------------------------------------------------------------------+
int OnInit()
{
if(!rect_label.Create(0, "rlabel", 0, 5, 25, 100, 50)
|| !rect_label.BackColor(clrWhiteSmoke)
|| !rect_label.Description("LABEL!")
|| !rect_label.Tooltip("I am a rectangle label")
|| !rect_label.Color(clrBlack)
|| !rect_label.FontSize(18)
)
return INIT_FAILED;
return INIT_SUCCEEDED;
}
//+------------------------------------------------------------------+
int start()
{
static double last_price = 0.;
rect_label.Description(DoubleToString(Bid, _Digits));
if(Bid > last_price)
rect_label.Color(clrLimeGreen);
else
rect_label.Color(clrRed);
last_price = Bid;
return 0;
}
I have a sprite that I can drag around on screen. I want to be able to drag this sprite into an area (box). As it stands now I can only drop the sprite into the box, but when I drag it directly inn, the the program crashes.
*Im developing in FlashDevelop but windows gave me av option to debug in VS.
I debugged in VS and got this ERROR:
Unhandled exception at 0x00ACCEE9 in Proj.exe: 0xC0000005: Access violation reading location 0x00000008.
Relevant code:
class Drag extends FlxGroup {
var mouseJoint:DistanceJoint;
public inline function registerPhysSprite(spr:FlxNapeSprite)
{
MouseEventManager.add(spr, createMouseJoint);
}
function createMouseJoint(spr:FlxSprite)
{
var body:Body = cast(spr, FlxNapeSprite).body;
mouseJoint = new DistanceJoint(FlxNapeState.space.world, body, new Vec2(FlxG.mouse.x, FlxG.mouse.y),
body.worldPointToLocal(new Vec2(FlxG.mouse.x, FlxG.mouse.y)), 0, 0);
mouseJoint.space = FlxNapeState.space;
}
override public function update():Void
{
super.update();
if (mouseJoint != null)
{
mouseJoint.anchor1 = new Vec2(FlxG.mouse.x, FlxG.mouse.y);
if (FlxG.mouse.justReleased)
{
mouseJoint.space = null;
}
}
}
}
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(100, 100);
var drag:Drag;
createWalls(1, 1, 1024, 768, 10, new Material(1, 1, 2, 1, 0.001));
add(light);
add(box);
drag = new Drag();
add(drag);
drag.registerPhysSprite(light);
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);
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;
}
}
If you're possibly accessing a null pointer, consider the answer given in this question:
Why is this Haxe try-catch block still crashing, when using Release mode for C++ target
That way you can turn on null pointer checks in hxcpp so you can get better debug information.
Also, if you're trying to debug hxcpp directly in FlashDevelop (step-through and all that), that feature isn't released yet, but I spoke with the team recently and they're working on it.