Shooting GameObjects in Vuforia - vuforia

**HI Actually I want to throw gameobjects like Shooting Bullets But it does not work. It throws unlimited gameObjects without any wait. Here is My script on ARCamera.
//Script starts
var prefabBullet : Transform;
var speed : float;
var gameObjects : GameObject[];
function Update () { Invoke("Shoot", 2.0f); }
function Shoot () { yield WaitForSeconds(3);
var instanceBullet=Instantiate(prefabBullet,transform.position,Quaternion.identity);
instanceBullet.rigidbody.AddForce(transform.forward*speed) ;
SomeFunction();
}
function SomeFunction() {
gameObjects = GameObject.FindGameObjectsWithTag ("Player");
for(var i = 0 ; i < gameObjects.length ; i ++)
Destroy(gameObjects[i]);
}
========================================================================
I want to throw gameObjects between some time elapsing.**

function Update () { Invoke("Shoot", 2.0f); }
function Shoot () { yield WaitForSeconds(3);
All you are doing here is putting in a 5second delay on the call, but the call is still being made every Update frame, so you get a 5 second delay before the first call, but then they will be every frame.
set up a boolean to control when the shooting happens.
var fire : bool = true;
function Update()
{
if (fire)
{
Shoot();
fire = false;
}
}
function Shoot()
{
yield WaitForSeconds(3);
//do you projectile stuff
fire = true;
}

Related

AudioBufferSourceNode not looping when duration is set

I've been playing around with js audio web api.
The thing I'm trying to achieve is to play a piece of a track in loop.
No problem playing the whole track in loop, but if I define a duration then it doesn't loop anymore...I guess what I need is like a marker more than a duration...if there a way to do this?
const audioCtx = new AudioContext();
const srcUrl = 'https://freesound.org/data/previews/251/251248_1137749-lq.mp3';
let srcArrayBuffer;
let playingTrack;
async function loadSrcAudioFile(url) {
const response = await fetch(url);
const buffer = await response.arrayBuffer();
return buffer;
}
function loop() {
playingTrack = audioCtx.createBufferSource();
playingTrack.connect(audioCtx.destination);
playingTrack.buffer = srcArrayBuffer;
playingTrack.loop = true;
//playingTrack.loopStart = 0;
//playingTrack.loopEnd = 1.5;
playingTrack.start(audioCtx.currentTime, 0, 1.5);
}
function stop() {
playingTrack.stop();
playingTrack = null;
}
async function play() {
if (!srcArrayBuffer) {
const buffer = await loadSrcAudioFile(srcUrl);
srcArrayBuffer = await audioCtx.decodeAudioData(buffer);
}
loop();
}
document.getElementById('playBtn').addEventListener('click', play);
document.getElementById('stopBtn').addEventListener('click', stop);
JSFIDDLE
You're almost there. Setting the duration means "play this for this long". It will stop after 1.5 seconds no matter what. It doesn't care if the buffer gets looped or not.
Setting loopStart and loopEnd without specifying the duration will do the trick.
https://jsfiddle.net/4yeavmp3/
If you for example want to loop it 4 times you could set the duration to 6.

NodeJS sleep with promise takes too long

I'm trying to improve performance of processing my worker's incoming messages using a queue.
However, the sleep function takes anywhere between 16 to 30 milliseconds to complete instead of the 1 millisecond. Is there a better way to process the queue without this large delay, and without keeping my app at 100% cpu?
I am doing something like this:
var actions = new Queue();
parentPort.on('message', (msg) => actions.enqueue(msg));
loopy();
async function loopy() {
while (true) {
if (actions.size() > 0) {
let action = actions.dequeue();
//do work
continue;
}
await sleep(1);
}
}
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
Any help would be appreciated. Thanks!
while(true) is (usually) not a good idea.
You should call the dequeue function after you enqueue a message. The dequeue function should end when 1. there is already a dequeue function running 2. no more message in the queue.
var isProcessing = false;
var actions = new Queue();
parentPort.on('message', (msg) => {
actions.enqueue(msg)
tryDequeue();
});
async function tryDequeue() {
if(isProcessing || actions.size() == 0)
{
return;
}
isProcessing = true;
let action = actions.dequeue();
//do work
isProcessing = false;
tryDequeue();
}

Phaserjs, sprite overlap, not working

I am new to Phaserjs, trying to create basic drag-drop style game.
I have created the game and add arcade physics (this.game.physics.arcade.enable(this.orange_outline);)
Currently overlap happen as soon as the edges collide.
I want to detect that my code should trigger when 50% overlap happen. is it possible in phaserjs?
var GameState = {
init:function(){
this.physics.startSystem(Phaser.Physics.ARCADE);
},
create: function () {
this.background = this.game.add.sprite(0, 0, 'background');
this.overlapHappen = false;
this.orange_outline = this.game.add.sprite(459,199,'orange_outline');
this.orange_outline.frame = 2;
this.orange_outline.anchor.setTo(.5);
this.orange_outline.customParams = {myName:'orange_outline',questionImg:'orange'};
this.orange_inner = this.game.add.sprite(150,197,'orange_inner');
this.orange_inner.anchor.setTo(.5);
this.orange_inner.customParams = {myName:'orange_inner',questionImg:'orange',targetKey:this.orange_outline,targetImg:'orange_outline'};
this.orange_inner.frame = 1;
this.orange_inner.inputEnabled = true;
this.orange_inner.input.enableDrag();
this.orange_inner.input.pixelPerfectOver = true;
this.orange_inner.events.onDragStart.add(this.onDragStart,this);
// this.game.physics.enable(this.orange_inner,Phaser.Physics.ARCADE);
this.game.physics.arcade.enable(this.orange_inner);
this.game.physics.arcade.enable(this.orange_outline);
this.orange_inner.events.onDragStop.add(this.onDragStop,this);
},
update: function () {
//this.orange.animations.play('orange_one',1)
},
onDragStart:function(sprite,pointer){
//console.log(sprite.key + " dragged")
},
onDragStop:function(sprite,pointer){
var endSprite = sprite.customParams.targetKey;
//console.log(sprite.customParams);
this.stopDrag(sprite,endSprite)
},
stopDrag:function(currentSprite,endSprite){
if (!this.game.physics.arcade.overlap(currentSprite, endSprite, function() {
var currentSpriteTarget = currentSprite.customParams.targetImg;
var endSpriteName = endSprite.customParams.myName;
if(currentSpriteTarget === endSpriteName){
currentSprite.input.draggable = false;
currentSprite.position.copyFrom(endSprite.position);
currentSprite.anchor.setTo(endSprite.anchor.x, endSprite.anchor.y);
}
console.log(currentSpriteTarget,endSpriteName);
})) {
//currentSprite.position.copyFrom(currentSprite.originalPosition);
console.log('you')
}
}
}
In stopDrag() I am detecting overlap.
You can try to get the amount of horizontal and vertical overlap amount and check if it satisfies a certain threshold. This can be done in additional overlap function callback, that is called processCallback in documentation. As an example:
if (!this.game.physics.arcade.overlap(currentSprite, endSprite, function() {
//your callback !
},function() {
if (this.game.physics.arcade.getOverlapX(currentSprite, endSprite) > currentSprite.width / 2
&& this.game.physics.arcade.getOverlapY(currentSprite, endSprite) > currentSprite.height / 2) {
//Overlaping !
return true;
} else {
//as if no overlap occured
return false;
}
},this) {
//
}
Another way to do this (other than what Hamdi Douss offers) is to resize your body to only take up 50% of the area. This will automatically ensure that collisions/overlap don't occur unless the reduced bodies touch each other.
To view your current body, use Phaser's debug methods
this.game.debug.body(someSprite, 'rgba(255,0,0,0.5)');

Flot Legend - Interactive

Was wondering if there is a plug-in already available for FLOT chart legend to be interactive like in highcharts
Providing the example out here
http://jsfiddle.net/yohanrobert/T3Dpf/1/
However, in a turn of event I tried my hand on mouseover event through jquery
$(".legendLabel").mouseover(function(){
// Unhighlight all points
console.log($(this))
plot.unhighlight();
// The X value to highlight
var value = parseInt($(this).context.innerText.replace('Series ',''))-1;
// Retrieve the data the plot is currently using
var data = plot.getData();
// Iterate over each series and all points
for (var s=0; s<data.length; s++) {
var series = data[s];
if(s==value){
for (var p=0; p<series.data.length; p++) {
plot.highlight(s, p);
}
}
}
});
Can anyone help me achieve the interactivity like in the example?
Extended togglePlot function for different plot types (we save the original plot type in the hidden property):
togglePlot = function (seriesIdx) {
var plotTypes = ['lines', 'points', 'bars'];
var someData = somePlot.getData();
var series = someData[seriesIdx];
$.each(plotTypes, function (index, plotType) {
if (series[plotType]) {
if (series[plotType].show) {
series[plotType].show = false;
series[plotType].hidden = true;
}
else if (series[plotType].hidden) {
series[plotType].show = true;
series[plotType].hidden = false;
}
}
});
somePlot.setData(someData);
somePlot.draw();
}
For highlighting a data series like in highcharts add a highlightPlot function like this (here only for line series):
highlightPlot = function (seriesIdx) {
var someData = somePlot.getData();
$.each(someData, function (index, series) {
someData[index].lines.lineWidth = (index == seriesIdx ? 4 : 2);
});
somePlot.setData(someData);
somePlot.draw();
}
I also changed the inline event handlers to jQuery event handling to make it cleaner:
$(document).on({
click: function () {
togglePlot($(this).data('index'));
return false;
},
mouseover: function () {
highlightPlot($(this).data('index'));
},
mouseout: function () {
highlightPlot(-1);
},
}, 'a.legend');
See this updated fiddle for the full example.

stack exceed on recursive function for framing tcp stream

I have a function that is recursive in framing tcp stream. But when I reach around 1000+ packets received per second I suddenly get Max call stack exceeded or something along those lines.
My code is:
var expectedRemaining = (this.expectedSz - this.receivedSz);
if (buff.length > expectedRemaining) {
var tmp = buff.slice(0, expectedRemaining);
buff = buff.slice(expectedRemaining);
recurse = true;
this.inPacket.push(tmp);
this.receivedSz = this.expectedSz;
} else {
this.inPacket.push(buff);
this.receivedSz += buff.length;
}
if (this.receivedSz === this.expectedSz) {
this.emit('data', Buffer.concat( this.inPacket, this.expectedSz));
this.reset();
}
if (recurse) this.handleData(buff);
Any suggestions?
Right now, your function looks something like this (psuedocode):
this.handleData = function handleData(buf) {
if ( someCondition ) {
// do stuff
recurse = true;
}
else {
// do other stuff
}
if (recurse) {
this.handleData(buf);
}
};
What I'm suggesting is that you implement the recursive behavior with a setImmediate call. This will allow the stack frame to be cleared and the data event to be emitted before entering your function again.
this.handleData = function handleData(buf) {
if ( someCondition ) {
// do stuff
recurse = true;
}
else {
// do other stuff
}
if (recurse) {
setImmediate(function() {
this.handleData(buf);
});
}
};
Just in case people don't read the comments, for the application described in the original question, nextTick ended up being a better fit. The main difference is that nextTick guarantees that the given function will execute before any queued events.

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