I am trying to put platforms in game maker studio 2 that fall when jumped on, but my character stops jumping while the falling with the platform, how do I fix this? Note that my character can jump if the platform rises
here is my falling platform step event:
if (place_meeting(x,y-1, obj_player)){
godown = true;
obj_player.vspd_carry = 1;
}
if (dspd < mspd) && (godown == true)
{
dspd += 1;
}
if (godown = true)
{
vspeed = dspd;
}
I managed to fix this by adding
if (place_meeting(x,y-1, obj_player)) || place_meeting(x,y-2, obj_player) || place_meeting(x,y-3, obj_player)){
Related
case 'Dodge': //hahahahahahahaha beat that demo
new FlxTimer().start(0.1, function(tmr:FlxTimer)
{
var warning = new FlxText(0, 0, 0, 'Press Space Bar Now!', 32);
warning.cameras = [camOther];
warning.setFormat(Paths.font("vcr.ttf"), 24, FlxColor.WHITE, CENTER, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
warning.screenCenter(X);
warning.size = 50;
warning.screenCenter(Y);
warning.updateHitbox();
add(warning);
});
new FlxTimer().start(0.6, function(tmr:FlxTimer)
{
if (FlxG.keys.justPressed.SPACE)
{
health = 1;
boyfriend.playAnim('dodge', true); //woosh
FlxG.sound.play(Paths.sound('dodge')); //stab
remove(warning);
warning.destroy();
}
else {
health -= 2;
vocals.volume = 0;
doDeathCheck(true); //dead noises
};
});
so it does it but it wont detect space bar being hit
i need it so it will detect the space bar being hit
i am not sure what i did wrong or what i did but it just goes to game over
I would Use lua ( not using source ) Since there is no offical event sorry im a Psych engine nerd- I made 2 engines so i would say make a lua event with it
I work on an electron application, and we would like to support dragging and dropping .msg files from our app into Outlook (or the Windows shell, or wherever, but primarily Outlook). The files will not necessarily be available before the user starts the drag and drop operation, and will need to be downloaded once the user begins the drag and drop. This means we can't use electron's inbuilt startDrag as it requires that the files are already in the filesystem, so I have implemented a node c++ addon to handle it using the OLE Drag and Drop API.
The data extraction (from my app to Outlook) needs to occur asynchronously, otherwise node's event loop will be blocked, halting the download. This means that the data extraction has to occur on another thread so that the event loop can continue actually downloading the data (currently doing the download in c++ is not an option, it has to occur in node). So I have implemented IDataObjectAsyncCapability on my DataObject, to indicate that I support asynchronous data extraction (it would be even nicer to be able to indicate that I don't support synchronous), but Outlook won't even query for the Interface, let alone do the data extraction asynchronously. The Windows shell does however query for the interface, but after the call to GetData, it still performs the extraction synchronously inside DoDragDrop, without even invoking any of the IDataObjectAsyncCapability methods. Is there something lacking in my implementation, or a specific way to encourage the drop target to start up a new thread?
Here is the meat of my DataObject implementation, if there's anything else that could be of use, I can provide.
STDMETHODIMP DataObject::QueryInterface(REFIID iid, LPVOID* ppvObject) {
if (ppvObject == nullptr) {
return E_INVALIDARG;
} else if (iid == IID_IUnknown) {
AddRef();
*ppvObject = reinterpret_cast<LPUNKNOWN>(this);
return S_OK;
} else if (iid == IID_IDataObject) {
AddRef();
*ppvObject = reinterpret_cast<LPDATAOBJECT>(this);
return S_OK;
} else if (iid == IID_IDataObjectAsyncCapability) {
AddRef();
*ppvObject = reinterpret_cast<IDataObjectAsyncCapability*>(this);
return S_OK;
}
*ppvObject = nullptr;
return E_NOINTERFACE;
}
STDMETHODIMP DataObject::GetData(LPFORMATETC queryFormat,
LPSTGMEDIUM outputStorage) {
if (queryFormat->cfFormat == CF_FILEDESCRIPTOR &&
(queryFormat->tymed & TYMED_HGLOBAL) && queryFormat->lindex <= 0 &&
queryFormat->dwAspect == DVASPECT_CONTENT) {
outputStorage->tymed = TYMED_HGLOBAL;
outputStorage->pUnkForRelease = nullptr;
outputStorage->hGlobal =
lockAndDuplicateHGLOBAL(this->groupDescriptorStorage.hGlobal);
return S_OK;
} else if (queryFormat->cfFormat == CF_FILECONTENTS &&
(queryFormat->tymed & TYMED_ISTREAM) &&
queryFormat->dwAspect == DVASPECT_CONTENT &&
queryFormat->lindex >= 0 &&
queryFormat->lindex < this->files.size()) {
// files is vector<pair<FILEDESCRIPTOR, STGMEDIUM>>
// where the STGMEDIUM is set to IStream
// Am I doing something wrong here?
auto file = this->files[queryFormat->lindex].second;
*outputStorage = file;
return S_OK;
}
return DV_E_FORMATETC;
}
STDMETHODIMP DataObject::QueryGetData(LPFORMATETC queryFormat) {
if (queryFormat->cfFormat == CF_FILEDESCRIPTOR ||
(queryFormat->cfFormat == CF_FILECONTENTS &&
(queryFormat->tymed & TYMED_HGLOBAL))) {
return S_OK;
}
return DATA_E_FORMATETC;
}
STDMETHODIMP DataObject::EnumFormatEtc(DWORD dwDirection,
LPENUMFORMATETC* ppEnumFormatEtc) {
if (dwDirection == DATADIR_GET) {
// basic implementation of IEnumFormatEtc (not mine)
return EnumFormat::Create(this->supportedFormats, this->numFormats,
ppEnumFormatEtc);
}
return E_INVALIDARG;
}
// Do the actual drag drop
// files is a list of STGMEDIUMS with IStreams. I'm using data that's readily available while
// implementing this, could that be somehow interfering and causing this problem in the first place?
DWORD dwEffect;
auto dataObject = new DataObject(groupDescriptorStorage, files);
auto dropSource = new DropSource();
// Do these DROPEFFECTS have an effect?
auto result = DoDragDrop(dataObject, dropSource,
DROPEFFECT_COPY | DROPEFFECT_MOVE, &dwEffect);
// By the time we get here, the data extraction would already have occured
// because it's happening inside DoDragDrop. of course, isAsyncOperation will be false
BOOL isInAsyncOperation;
dataObject->InOperation(&isInAsyncOperation);
I've followed the instructions from here as well as various forum posts I've found, but I can't seem to find anything about what to do when the drop target doesn't play ball.
I'm really stuck for ideas as to how to make this work. If the drop target isn't even querying for IDataObjectAsyncCapability then is it hopeless? Should I be returning something other than the file contents when it's first requested?
If I open up a console prompt I can type this command:
start msedge "d:\HTML\Verticle Alignment.HTM"
It starts Microsoft Edge and opens the web page.
So I tried to do this programmatically in a test program using MFC:
void CMFCApplication8Dlg::OnBnClickedButton1()
{
ExecuteProgram(_T("start"), _T("msedge d:\\HTML\\Verticle Alignment.HTM"));
}
BOOL CMFCApplication8Dlg::ExecuteProgram(CString strProgram, CString strArguments)
{
SHELLEXECUTEINFO se = { 0 };
MSG sMessage;
DWORD dwResult;
se.cbSize = sizeof(se);
se.lpFile = strProgram;
se.lpParameters = strArguments;
se.nShow = SW_SHOWDEFAULT;
se.fMask = SEE_MASK_NOCLOSEPROCESS;
ShellExecuteEx(&se);
if (se.hProcess != nullptr)
{
do
{
dwResult = ::MsgWaitForMultipleObjects(1, &(se.hProcess), FALSE,
INFINITE, QS_ALLINPUT);
if (dwResult != WAIT_OBJECT_0)
{
while (PeekMessage(&sMessage, nullptr, NULL, NULL, PM_REMOVE))
{
TranslateMessage(&sMessage);
DispatchMessage(&sMessage);
}
}
} while ((dwResult != WAIT_OBJECT_0) && (dwResult != WAIT_FAILED));
CloseHandle(se.hProcess);
}
if ((DWORD_PTR)(se.hInstApp) < 33)
{
// Throw error
AfxThrowUserException();
return FALSE;
}
return TRUE;
}
But when I run it I get this error message:
So how can I launch my file in Microsoft Edge? I am using the latest Windows 10 so it is Microsoft Edge Chromium.
I have seen other questions which refer to making Edge the default browser and then just "opening" the data file and it working it all out but this is not OK in this case. In my editor I have a menu flyout which lists all the installed browsers (excluding Edge for now). But i want to add Edge so need to be able to programatically start it with my file to view.
Based on the comments provided to me, and to factor in for spaces in the file name, this works:
ExecuteProgram(_T("msedge"), _T("\"d:/HTML/Verticle Alignment.HTM\""));
The program to execute needs to be msedge and not start.
The parameter needs to be wrapped in " quotes.
Hi all I have a function that generates bullets every time the player touches the screen.
Is there a way that I can limit the amount of bullets generated? Basically if I press the screen very quickly lots of bullets get generated but I would like to limit it to at least i per second instead of 2 or 3 per second.
Below you can find my firing function and my bullet creation function:
createBullets: function(){
//Bullets
this.bullets = this.add.group();
this.bullets.enableBody = true;
this.bullets.physicsBodyType = Phaser.Physics.P2JS;
this.bullets.createMultiple(500, 'bullet', 0, false);
this.bullets.setAll('anchor.x', 0.5);
this.bullets.setAll('anchor.y', 0.5);
this.bullets.setAll('outOfBoundsKill', true);
this.bullets.setAll('checkWorldBounds', true);
},
fireBullet: function(){
this.bullet = this.bullets.getFirstExists(false);
if (this.bullet) {
this.bullet.reset(this.tanque.x, this.tanque.y - 20);
this.bullet.body.velocity.y = -500;
}
},
and my update function:
if(this.input.activePointer.isDown){
if (!this.mouseTouchDown) {
this.touchDown();
}
}else {
if (this.mouseTouchDown) {
this.touchUp();
}
}
Any help I would really appreciate.
One option is to store two values:
nextShotTime: next time a shot can be fired
shotDelay: delay between shots (can be set like Phaser.Timer.SECOND * 2)
I don't see where you're calling fireBullet() in your example code above, but either before you make the call, or within the function, you could then check to see if the nextShotTime is in the past. If it is, fire another bullet and then update the nextShotTime with the current time plus the shotDelay.
For example:
if (this.nextShotTime < this.time.now) {
this.nextShotTime = this.time.now + this.shotDelay;
// add your code that will fire a bullet.
}
I have had similar problems in games before. The solution I used is the same as the one posted above. I found it in this
Phaser tutorial.
The fire function used in the tutorial is:
fire: function() {
if (this.nextShotAt > this.time.now) {
return;
}
this.nextShotAt = this.time.now + this.shotDelay;
You can modify it to suit your purposes.
This is part of a fire function I used in a game I made:
fire: function() {
//Make sure the player can't shoot when dead and that they are able to shoot another bullet
if(!this.player.alive || this.time.now < this.nextFireTime) {
return;
}
this.nextFireTime = this.time.now + this.fireRate;
var bullet;
//If weaponlvl = 0, shoot a normal bullet
if(this.weaponlvl === 0) {
if(this.bullet1.countDead() === 0) {
return;
}
//Properties for the basic weapon
this.fireRate = 500;
bullet = this.bullet1.getFirstExists(false);
bullet.reset(this.player.x, this.player.y-22);
bullet.body.velocity.y = -300;
}
Hope this helps you in some way.
I have a web app running on Azure shared web site mode. A simple method where I add items to a list and sort this list, when the list size is about 300 items, takes 0.3s on my machine and 10s after deploy (on azure machine).
Does anybody has any idea why Azure is so slow?
Is any configuration I do it wrong? I use default one but replaced FREE mode with SHARED mode because I thought this would help but it seems it does not.
UPDATE:
public ActionResult GetPosts(String selectedStreams, int implicitSelectedVisualiserId, int userId)
{
DateTime begin = DateTime.UtcNow;
List<SearchQuery> selectedSearchQueries = searchQueryRepository.GetSearchQueriesOfStreamsIds(selectedStreams == String.Empty ? new List<int>() : selectedStreams.Split(',').Select(n => int.Parse(n)).ToList());
var implicitSelectedVisualiser = VisualiserModel.ToVisualiserModel(visualiserRepository.GetVisualiser(implicitSelectedVisualiserId));
var twitterSearchQueryOfImplicitSelectedVisualiser = searchQueryRepository.GetSearchQuery(implicitSelectedVisualiser.Stream.Name, Service.Twitter, userId);
var instagramSearchQueryOfImplicitSelectedVisualiser = searchQueryRepository.GetSearchQuery(implicitSelectedVisualiser.Stream.Name, Service.Instagram, userId);
var facebookSearchQueryOfImplicitSelectedVisualiser = searchQueryRepository.GetSearchQuery(implicitSelectedVisualiser.Stream.Name, Service.Facebook, userId);
var manualSearchQueryOfImplicitSelectedVisualiser = searchQueryRepository.GetSearchQuery(implicitSelectedVisualiser.Stream.Name, Service.Manual, userId);
List<SearchResultModel> approvedSearchResults = new List<SearchResultModel>();
if (twitterSearchQueryOfImplicitSelectedVisualiser != null || instagramSearchQueryOfImplicitSelectedVisualiser != null || facebookSearchQueryOfImplicitSelectedVisualiser != null
|| manualSearchQueryOfImplicitSelectedVisualiser != null)
{
// Define search text to be displayed during slideshow;
SearchModel searchModel = new SearchModel();
// Set slideshow settings from implicit selected visualiser.
ViewBag.CurrentVisualiser = implicitSelectedVisualiser;
// Load search results from selected visualisers.
foreach (SearchQuery searchQuery in selectedSearchQueries)
{
approvedSearchResults.AddRange(
SearchResultModel.ToSearchResultModel(
searchResultRepository.GetSearchResults
(searchQuery.Id,
implicitSelectedVisualiser.Language)));
// Add defined query too.
searchModel.SearchValue += " " + searchQuery.Query;
}
// Add defined query for implicit selected visualiser.
if (twitterSearchQueryOfImplicitSelectedVisualiser != null)
searchModel.SearchValue += " " + twitterSearchQueryOfImplicitSelectedVisualiser.Query;
if (instagramSearchQueryOfImplicitSelectedVisualiser != null)
searchModel.SearchValue += " " + instagramSearchQueryOfImplicitSelectedVisualiser.Query;
if (facebookSearchQueryOfImplicitSelectedVisualiser != null)
searchModel.SearchValue += " " + facebookSearchQueryOfImplicitSelectedVisualiser.Query;
ViewBag.Search = searchModel;
// Also add search results from implicit selected visualiser
if (twitterSearchQueryOfImplicitSelectedVisualiser != null)
approvedSearchResults.AddRange(SearchResultModel.ToSearchResultModel(searchResultRepository.GetSearchResults(twitterSearchQueryOfImplicitSelectedVisualiser.Id, implicitSelectedVisualiser.Language)));
if (instagramSearchQueryOfImplicitSelectedVisualiser != null)
approvedSearchResults.AddRange(SearchResultModel.ToSearchResultModel(searchResultRepository.GetSearchResults(instagramSearchQueryOfImplicitSelectedVisualiser.Id, implicitSelectedVisualiser.Language)));
if (facebookSearchQueryOfImplicitSelectedVisualiser != null)
approvedSearchResults.AddRange(SearchResultModel.ToSearchResultModel(searchResultRepository.GetSearchResults(facebookSearchQueryOfImplicitSelectedVisualiser.Id, implicitSelectedVisualiser.Language)));
if (manualSearchQueryOfImplicitSelectedVisualiser != null)
approvedSearchResults.AddRange(SearchResultModel.ToSearchResultModel(searchResultRepository.GetSearchResults(manualSearchQueryOfImplicitSelectedVisualiser.Id, implicitSelectedVisualiser.Language)));
// if user selected to show only posts from specific number of last days.
var approvedSearchResultsFilteredByDays = new List<SearchResultModel>();
if (implicitSelectedVisualiser.ShowPostsFromLastXDays != 0)
{
foreach (SearchResultModel searchResult in approvedSearchResults)
{
var postCreatedTimeWithDays = searchResult.PostCreatedTime.AddDays(implicitSelectedVisualiser.ShowPostsFromLastXDays + 1);
if (postCreatedTimeWithDays >= DateTime.Now)
approvedSearchResultsFilteredByDays.Add(searchResult);
}
}
else
{
approvedSearchResultsFilteredByDays = approvedSearchResults;
}
// Order search results (posts to be displayed by created datetime).
var approvedSearchResultsOrdered = new List<SearchResultModel>();
if (implicitSelectedVisualiser.PostsSortOrder == PostsSortOrder.CREATED_DATE_ASC)
{
approvedSearchResultsOrdered = approvedSearchResultsFilteredByDays.OrderBy(s => s.PostCreatedTime).ToList(); ;
}
else if (implicitSelectedVisualiser.PostsSortOrder == PostsSortOrder.CREATED_DATE_DESC)
{
approvedSearchResultsOrdered = approvedSearchResultsFilteredByDays.OrderByDescending(s => s.PostCreatedTime).ToList(); ;
}
else if (implicitSelectedVisualiser.PostsSortOrder == PostsSortOrder.RANDOM)
{
var rnd = new Random();
approvedSearchResultsOrdered = approvedSearchResultsFilteredByDays.OrderBy(x => rnd.Next()).ToList();
}
// Load background images;
var visualiserImages = visualiserImageRepository.GetImages(implicitSelectedVisualiser.Id);
//foreach (SearchResultModel searchResultModel in approvedSearchResultsOrdered)
//{
// searchResultModel.BackgroundImagePath = TwitterUtils.GetRandomImageBackgroundForDisplay(visualiserImages);
//}
ViewBag.BackgroundImagePath = TwitterUtils.GetRandomImageBackgroundForDisplay(visualiserImages);
approvedSearchResults = approvedSearchResultsOrdered;
}
DateTime end = DateTime.UtcNow;
Elmah.ErrorSignal.FromCurrentContext().Raise(new Exception(String.Format("User {0}: Preparing {1} posts for visualiser took {2} seconds", MySession.Current.LoggedInUserName, approvedSearchResults.Count(), (end - begin).TotalMilliseconds / 1000)));
return PartialView("_DisplayPostsNew", approvedSearchResults);
}
This isn't surprising actually. The servers used in Windows Azure are currently mostly 1.6 GHz machines. The larger sized machine you use the more cores you get, but they are all the same speed. This likely is a much slower CPU than the development machine you use.
On Windows Azure Web Sites when you move to Shared mode you are still in a multi-tenant environment, so you could be seeing some noisy neighbors here. The difference between Free and Shared is that many of the quotas for free are removed since you are paying. When you move to Standard then you are assigned a Virtual Machine dedicated to your web sites (up to 100 of them), so that is the best case scenario since you are the only one using the resources at that point.
There was a thread on this on the MSDN forums a while back : http://social.msdn.microsoft.com/Forums/windowsazure/en-US/0d0a3a88-eac4-4b9e-8b10-4a547cbf653b/performance-of-azure-servers-slow-cpus?forum=windowsazuredevelopment
They have started offering different hardware configurations with more memory for Virtual Machines and Cloud Services and such, but I'm not sure the CPUs have been changed. It's hard to find the CPU stated on WindowsAzure.com anymore, but on the pricing calculator for Web Sites it references 1.6Ghz machines when you move the slider to Standard.
Actually I found the issue.
Locally, I tested with a few hundreds of records in my DB while in Azure DB I have over 70 000 records in that table which affects performance of the algorithm...
One mistake I did in the code above: I have filtered records from DB by specific date AFTER taking all out. By filtering directly in Linq, I increased the performance from 10s to 0.3s in Azure too.