I am making a top down zombie shooter in Phaser 3.
I am using the moveToObject function to make zombies follow the player. Now I want to make healthbars for the zombies. I have read that you can use containers to make the enemies and healthbars move together but I am having trouble to move the container with moveToObject.
Is it possible to move a container with the moveToObject function or should I use something else instead?
It looks like the moveToObject method looks for an individual item's velocity and according to the API Docs, Container doesn't hold an overall velocity. But each object added to the container should have a velocity.
The quick way to fix this is to iterate through your container's objects and tell each item to moveToObject. I'm adapting an example from Phaser Labs here:
var block = this.physics.add.image(600, 300, 'block');
var clown2 = this.physics.add.image(20, 200, 'clown');
var clown = this.physics.add.image(200, 300, 'clown');
var container = this.add.container(10, 200, [clown, clown2]);
for (var x = 0; x < container.list.length; x++) {
this.physics.moveToObject(container.list[x], destination, 200);
}
This might not be the cleanest solution but it should help accomplish what you want to do. The Phaser API docs say moveToObject works with a GameObject, which includes Container. This might be worth reporting as a bug to see if there is a way the base code can be fixed to allow containers to work. You can report the issue here if you'd like.
Related
I'm trying to create an overlay in ArcGIS that has moving graphics/symbols which are updated by coordinates received from roving devices. I'm able to display a simple symbol initially but cannot get it to move on the map. My test code is
GraphicsOverlay machineOverlay = new GraphicsOverlay();
MainMapView.GraphicsOverlays.Add(machineOverlay);
MapPointBuilder rdLocation = new MapPointBuilder(150.864119200149, -32.3478640837185, SpatialReferences.Wgs84);
SimpleMarkerSymbol sRD1234 = new SimpleMarkerSymbol()
{
Color = System.Drawing.Color.Red,
Size = 10,
Style = SimpleMarkerSymbolStyle.Circle
};
Graphic graphicWithSymbol = new Graphic(rdLocation.ToGeometry(), sRD1234);
machineOverlay.Graphics.Add(graphicWithSymbol);
// here the red circle is displayed correctly on the map
rdLocation.SetXY(150.887115, -32.357600);
rdLocation.ReplaceGeometry(rdLocation.ToGeometry());
// here I expect the red circle to move but it doesn't
Do I need to trigger an event to "re-render" or refresh the overlay, or what do I need to do to get the graphic to move on my map?
There was a similar question here and the answer was "just update the geometry" which is what I'm attempting to do, but with no success.
If there is an entirely different or better approach to moving markers on a map please suggest, I'm just getting started in the ArcGIS runtime.
Thanks
After a lot of searching I replaced one line of code and its now working
//rdLocation.ReplaceGeometry(rdLocation.ToGeometry());
graphicWithSymbol.Geometry = rdLocation.ToGeometry();
It seems I misunderstood the function of ReplaceGeometry(). Any clarification on this would be helpful.
First of all, I'm new to programming in general so I'm kind of assuming there's a simple answer to this question, I just couldn't seem to find it anywhere.
I'm making a simple platformer game with enemies that move toward the player. I used this code in the enemy's script underneath the physics process to get the player position:
player_position = get_parent().get_node("Player").get_position
However, upon the player being queue_freed when health reaches 0, the game crashes immediately and I get a null error due to there being no Player node. How can I work around this?
You could just set $Player.visibility to false instead of freeing, or you could check if the player exists first using get_parent().has_node("Player")
When you destroy the player, the physics process function is still trying to get the player node, even though it doesn't exist. So, as Lucas said, you could replace:
player_position = get_parent().get_node("Player").get_position
with something like...
if get_parent().has_node("Player"):
player_position = get_parent().get_node("Player").get_position
(Before setting player_position, it will check if the player node even exists)
I think you could use weakref (documentation here).
If you declare a weak reference:
var player_ref: WeakRef = null
and store that reference:
func store_player_node():
var player_ref = weakref(get_parent().get_node("Player"))
Then you can access that reference later:
if player_ref.get_ref():
player_position = player_ref.get_ref().get_position
Weakref has advantage over using get_parent().get_node("Player"). Let's imagine the following scenario:
Player dies and its node is removed from the parent node's children.
New node is created with name Player and added to the scene tree at the same place as the dead Player.
get_parent().get_node("Player") will return a node and the code will not crash. However, it will be a new Player node, not the old one, and I think this is usually undesired.
I hope this helps!
What i am trying to accomplish is to have a user click on the canvas and the sprite(player) will move to that location and STOP once it reaches that location.
Currently i have the player can click and it will continue in that path which is the default function.
update: function() {
this.player.rotation = this.game.physics.arcade.angleToPointer(this.player);
if (this.game.input.activePointer.justPressed()) {
// move on the direction of input
this.game.physics.arcade.moveToPointer(this.player, this.playerSpeed);
}
}
Maybe its simpler than i think but i cant seem to find a solution.
point in the right direction would be useful :)
I think you look for something like this:
Using Tweens (something very interesting about Phaser)
OR
Using
Arcade Physics (which is an example similar to yours)
Ok, I hope I don't mess this up, I have had a look for some answers but can't find anything. I am trying to make a simple sampler in openframeworks using the FMOD sound player in 3D mode. I can make a single instance work fine (recording a new file using libsndfilerecorder and then playing it back and moving it in surround.
However I want to have 8 layers of looping audio that I can record and replace one layer at a time in a live show. I get a lot of problems as soon as I have more than 1 layer.
The first part of my question relates to the FMOD 3D modes, it is listener relative, so I have to define the position of my listener for every sound (I would prefer to have head relative mode but I cannot make this work at all. Again this works fine when I am using a single player but with multiple players only the last listener I update actually works.
The main problem I have is that when I use multiple players I get distortion, and often a mix of other currently playing sounds (even when the microphone cannot hear them) in my new recordings. Is there an incompatability with libsndfilerecorder and FMOD?
Here I initialise the players
for (int i=0; i<CHANNEL_COUNT; i++) {
lvelocity[i].set(1, 1, 1);
lup[i].set(0, 1, 0);
lforward[i].set(0, 0, 1);
lposition[i].set(0, 0, 0);
sposition[i].set(3, 3, 2);
svelocity[i].set(1, 1, 1);
//player[1].initializeFmod();
//player[i].loadSound( "1.wav" );
player[i].setVolume(0.75);
player[i].setMultiPlay(true);
player[i].play();
setupHold[i]==false;
recording[i]=false;
channelHasFile[i]=false;
settingOsc[i]=false;
}
When I am recording I unload the file and make sure the positions of the player that is not loaded are not updating.
void fmodApp::recordingStart( int recordingId ){
if (recording[recordingId]==false) {
setupHold[recordingId]=true; //this stops the position updating
cout<<"Start recording Channel " + ofToString(recordingId+1)+" setup hold is true \n";
pt=getDateName() +".wav";
player[recordingId].stop();
player[recordingId].unloadSound();
audioRecorder.setup(pt);
audioRecorder.setFormat(SF_FORMAT_WAV | SF_FORMAT_PCM_16);
recording[recordingId]=true; //this starts the libSndFIleRecorder
}
else {
cout<<"Channel" + ofToString(recordingId+1)+" is already recording \n";
}
}
And I stop the recording like this.
void fmodApp::recordingEnd( int recordingId ){
if (recording[recordingId]=true) {
recording[recordingId]=false;
cout<<"Stop recording" + ofToString(recordingId+1)+" \n";
audioRecorder.finalize();
audioRecorder.close();
player[recordingId].loadSound(pt);
setupHold[recordingId]=false;
channelHasFile[recordingId]=true;
cout<< "File recorded channel " + ofToString(recordingId+1) + " file is called " + pt + "\n";
}
else {
cout << "Sorry track" + ofToString(recordingId+1) + "is not recording";
}
}
I am careful not to interrupt the updating process but I cannot see where I am going wrong.
Many Thanks
to deal with the distortion, i think you will need to lower the volume of each channel on playback, try setting the volume to 1/8 of the max volume. there isn't any clipping going on so if the sum of sounds > 1.0f you will clip and it will sound bad.
to deal with crosstalk when recording: i guess you have some sort of feedback going on with the output, ie the output sound is being fed back into the input channel, probably by the operating system. if you run another app that makes sound do you also get that in your recording as well? if so then that is probably your problem.
if it works with one channel, try it with just 2, instead of jumping straight up to 8 channels.
in general i would try to abstract out the playback/record logic and soundPlayer/recorder into a separate class. you have a couple of booleans there and it's really easy to make mistakes with >1 boolean. is there any way you can replace the booleans with an enum or an integer state variable?
EDIT: I didn't see the date on your question :D Suppose you managed to do it by now. Maybe it helps somebody else..
I'm not sure if I can answer everything of your question, but I can share how I've worked with 3D sound in FMOD. I haven't worked with recording though.
For my own application a user can place sounds in 3D space around himself. For this I only have one Listener and multiple Sounds. In your code you're making a listener for every sound, are you sure that is necessary? I would imagine that this causes the multiple listeners to pick up multiple sounds and output that to your soundcard. So from the second sound+listener, both listeners pick up both sounds? I'm not a 100% sure but it sounds plausible to me.
I made a class to create sound objects (and one listener). Then I use a vector to store the objects and move trough them to render them.
My class SoundBox basically holds all the necessary things for FMOD
Making a "SoundBox" object and adding it to my soundboxes vector:
SoundBox * box = new SoundBox(box_loc, box_rotation, box_color);
box->loadVideo(ofToDataPath(video_files[soundboxes.size()]));
box->loadSound(ofToDataPath(sound_files[soundboxes.size()]));
box->setVolume(1);
box->setMultiPlay(true);
box->updateSound(box_loc, box_vel);"
box->play();
soundboxes.push_back(box);
Constructor for the SoundBox. I use a similar constructor in the same class for the listener, but since the listener will always be at the origin for me, it doesn't take any arguments and just sets all the listener locations to 0. The constructor for the listener only gets called once, while the one for the Sound gets called whenever I want to make a new one. (don't mind the box_color. I'm drawing physical boxes in this case..):
SoundBox::SoundBox(ofVec3f box_location, ofVec3f box_rotation, ofColor box_color) {
_box_location = box_location;
_box_rotation = box_rotation;
_box_color = box_color;
sound_position.x = _box_location.x;
sound_position.y = _box_location.y;
sound_position.z = _box_location.z;
sound_velocity.x = 0;
sound_velocity.y = 0;
sound_velocity.z = 0;
Then I just use a for loop to loop trough them and play them if they're not playing. I also have some similar code to select them and move then around.
for(auto box = soundboxes.begin(); box != soundboxes.end(); box++){
if(!(*box)->getIsPlaying())
(*box)->play();
}
I really hoped this helped. I'm not a very experienced programmer but this is how I got FMOD with multiple sounds to work in OpenFrameworks and hope you can use some of it. I just dumped as much of my code as I could :D
My main suggestion is to make one listener instead of more. Also having a class for making the sounds is useful if you, for instance, want to relocate the sounds after the initial placement.
Hope it helps and good luck :)
The Spotify UI guidelines for Spotify apps (at https://developer.spotify.com/technologies/apps/guidelines/design/) say "When listing tracks in your app, use our standardized track listings". I cannot find any examples in the documentation on how to use these "standardized track listings". By using the Inspector I have found classes in list.css (such as sp-list and sp-item) which it looks like I need to use but have not been able to work out quite how to use these to recreate the look of the Spotify track listings.
The Billboard Top Charts app appears to use track listings like I need, but I can't find ay way to see how they are doing this as the Inspector only works for your own apps as far as I can tell.
Does anybody have any advice or examples?
Some examples
sp = getSpotifyApi(1);
var m = sp.require("sp://import/scripts/api/models");
var v = sp.require("sp://import/scripts/api/views");
// Example 1
var tpl = new m.Playlist();
var tempList = new v.List(tpl);
tpl.add(m.Track.fromURI("spotify:track:4z4t4zEn4ElVPGmDWCzRQf"));
tpl.add(m.Track.fromURI("http://open.spotify.com/track/7E8JGVhbwWgAQ1DtfatQEl"));
tpl.add(m.Track.fromURI("spotify:track:40YBc3mR3yyqyYvtesQOMj"));
tpl.add(m.Track.fromURI("spotify:local:Rolling+Stones:A+Bigger+Bang:Rain+Fall+Down:293"));
document.body.appendChild(tempList.node);
// Example 2
var pl = m.Playlist.fromURI("spotify:user:username:playlist:424km2k4m24");
var list = new v.List(pl);
document.body.appendChild(list.node);
// Example 3
var album = m.Album.fromURI("spotify:album:1vWnB0hYmluskQuzxwo25a");
var albumList = new v.List(album);
albumList.node.classList.add("album");
document.body.appendChild(albumList.node);
Thanks for asking, I had exactly the same question too!
I too get the issue where i get no actual content added - just the wrapper div. Not including api.css makes it work, but the list is obviously not styled. Including css/list.css directly breaks it too. Creating my own copy and selectively commenting out list.css I found the offending rule to be:
.sp-list > div {
if you change this to be
.sp-list {
then it renders fine. No idea what is going on. Obviously this solution is not idea because I've just duplicated what's meant to be a common resource...