Godot: game gets stuck when trying to access local files - game-development

I have a function that gets an id, finds the relevant local text file, and returns the text from the file.
func load_file(book_id):
var file = placeholder_file % str(book_id)
var f = File.new()
f.open(file, File.READ)
var index = 1
while not f.eof_reached():
var line = f.get_line()
text_from_file += line
index += 1
f.close()
return(text_from_file)
This function seems to work fine when I run the game in Godot, but when exporting to HTML or Mac the game gets stuck at the exact moment when the function is triggered.

Found the source of the issue. Godot doesn't recognize .txt files and doesn't include them in the exported game unless explicitly instructed to do so.
To include .txt files in your exported game use the filter in the export window called: "filters to export non-resource files/folders"

Related

Uploading .pdf and .doc files from list of URLs directly to Google Drive

I have a Google Sheet with a list of URLs for files - roughly 900 entries, maybe 95% PDFs with a few .docs and .docxs in there as well.
I would like to upload every file to a Google Drive folder - ideally a shared folder within my employer's workspace - retaining the filename, which I also have in the sheet.
I have found some near-answers on here, but they use deprecated Google Scripts methods.
For example:
var urlOfThePdf = 'http://www.fostexinternational.com/docs/tech_support/pdfs/280_owners_manual.pdf';// an example of online pdf file
var folderName = 'GAS';// an example of folder name
function saveInDriveFolder(){
var folder = DocsList.getFolder(folderName);// get the folde
var file = UrlFetchApp.fetch(urlOfThePdf); // get the file content as blob
folder.createFile(file);//create the file directly in the folder
}
fails at getFileFromURL.
Any suggestions gratefully received.
This piece of code will save the the pdf into the desired folder:
var urlOfThePdf = '';// an example of online pdf file
var folderName = '';// an example of folder name
function saveInDriveFolder(){
var folders = DriveApp.getFoldersByName(folderName);
var file = UrlFetchApp.fetch(urlOfThePdf);
while (folders.hasNext()) {
var folder = folders.next();
folder.createFile(file);
}
}
It uses the DriveApp.getFoldersByName() method to fetch all folders with that name, UrlFetchApp.fetch() to fetch the pdf and folder.createFile() to save the pdf in the folder.
Note that DriveApp.getFoldersByName() fetches a folder iterator (all the folders in your Drive with that name). In this code, I am iterating through all the folders with that name and saving the pdf in all of them.
I would recommend using Drive.getFolderById() and supplying the id of your desired folder (can be extracted from the url). Using this, you will only save the pdf in one folder and you will not have to iterate though the folders in the code (the whole while loop can be replace by: folder.createFile(file);).

DHTML Scheduler .NET change path script and style files

I started experimenting with DHTMLX Scheduler .Net but encountered some 'issues'.
I like to have everything ordered at my own way (css files in folder 'styling', js files in folder 'scripts', ...)
But now it seems like using this dll forces me to place everything in a folder that they chose. So when I init the Scheduler on my page, it automatically tries to call this files:
/Scripts/dhtmlxScheduler/dhtmlxscheduler.js
/Scripts/dhtmlxScheduler/dhtmlxscheduler.css
/Scripts/dhtmlxScheduler/locale/locale_nl.js
I would like to change these paths to for example '/scripts/dhtmlxscheduler.js' but I can't find a property in the Scheduler object where I'm able to do this.
Is this possible or do I have to put everything in the folder they would like to have it?
My working code thisfar:
Public Scheduler As DHXScheduler
Scheduler = New DHXScheduler()
Scheduler.InitialDate = New DateTime(Now.Year, Now.Month, Now.Day)
Scheduler.InitialView = "day"
Scheduler.Config.first_hour = 6
Scheduler.Config.last_hour = 20
Scheduler.Config.time_step = 30
Scheduler.Config.limit_time_select = True
Scheduler.Localization.Set(SchedulerLocalization.Localizations.Dutch)
Scheduler.DataAction = Me.ResolveUrl("/Handlers/Scheduler_Data.ashx")
Scheduler.SaveAction = Me.ResolveUrl("/Handlers/Scheduler_Save.ashx")
Scheduler.LoadData = True
Scheduler.EnableDataprocessor = True
I would like to find the possibility to set such a property to my own filepath, if possible ..
thx in advance
Further research showed me that I could change the default location with this line of code:
Scheduler.Codebase = "/js/dhtmlxscheduler"
However, this only sets the rootfolder, so all the files have to be located within this folder. I helped myself out by putting empty files over there and call my own styling and scripting from the location I wanted (just to get rid of the console errors).
So this solved my problem (as far as it could be solved).

How to load files dynamically in an AIR app? Do I have to use the File class?

I have an XML file that specifies the image files that I need to load. The XML file and the image files live in a subfolder relative to where the AIR app lives.
I need to load the XML file and also the images (load them and add them as children to a movieclip)
In my AIR app, when I tried to load it via the URLRequest, it didn't work.
myLoader = new URLLoader();
myLoader.load(new URLRequest(xmlFilename));
myLoader.addEventListener(Event.COMPLETE, processXML);
(I know this works from a .swf b/c I've tested it)
I've found some sample which uses the File class and here's my code and this does work:
var aFile:File = File.applicationDirectory.resolvePath( xmlFilename );
var aStream:FileStream = new FileStream();
aStream.open( aFile, FileMode.READ );
configXML = new XML( aStream.readUTFBytes( aStream.bytesAvailable ) );
aStream.close();
processXML();
...
I'm now trying to load the images specified in the XML file and I'm finding that I have to use the File class to reference the image in the file system.
var engImageFile:File = File.applicationDirectory.resolvePath( "./english/"+ engFilename );
ldr = new Loader();
var urlReq:URLRequest = new URLRequest( engImageFile.url );
ldr.contentLoaderInfo.addEventListener( Event.COMPLETE, engImgLoaded );
ldr.load(urlReq);
Is this the way that AIR accesses files (using the File class) when it wants to read/load/etc. them?
if I understand your question correctly, I belive you just need to load it as a data source/array, which you can then bind to a component of your choosing.
In the documentation it states that if you use the File class to access files then this is safe across all platforms. Also the .url property of the File object will use the appropriate URL scheme...
"app:" - relative to the application directory
"app-storage:" - relative to the special application storage directory
"file:" - all else...I think if you specify an absolute path

an error 3013 thrown when writing a file Adobe AIR

I'm trying to write/create a JSON file from a AIR app, I'm trying not so show a 'Save as' dialogue box.
Here's the code I'm using:
var fileDetails:Object = CreativeMakerJSX.getFileDetails();
var fileName:String = String(fileDetails.data.filename);
var path:String = String(fileDetails.data.path);
var f:File = File.userDirectory.resolvePath( path );
var stream:FileStream = new FileStream();
stream.open(f, FileMode.WRITE );
stream.writeUTFBytes( jsonToExport );
stream.close();
The problem I'm having is that I get a 'Error 3013. File or directory in use'. The directory/path is gathered from a Creative Suite Extension I'm building, this path is the same as the FLA being developed in CS that the Extension is being used with.
So I'm not sure if the problem is that there are already files in the directory I'm writing the JSON file to?
Do I need to add a timer in order to close the stream after a slight delay, giving some time to writing the file?
Can you set up some trace() commands? I would need to know what the values of the String variables are, and the f.url.
Can you read from the file that you are trying to write to, or does nothing work?
Where is CreativeMakerJSX.getFileDetails() coming from? Is it giving you data about a file that is in use?
And from Googling around, this seems like it may be a bug. Try setting up a listener for when you are finished, if you have had the file open previously.
I re-wrote how the file was written, no longer running into this issue.

I can't get netbeans to find a txt file I have in the same directory... java.io.FileNotFoundException

I can't make it path specific because once I get this program to work (this is the last thing I have to do) I'm uploading to my university's ilearn website and it has to run on my professors computer with no modifications. I've tried a few different amalgamations of code similar to the following...
File file = new File("DataFile.txt");
Scanner document = new Scanner(new File("DataFile.txt"));
Or...
java.io.File file = new java.io.File("DataFile.txt");
Scanner document = new Scanner(file);
But nothing seems to work. I've got the necessary stuff imported. I've tried moving DataFile around in a few different folders (the src folder, and other random folders in the project's NetBeansProjects folder) I tried creating a folder in the project and putting the file in that folder and trying to use some kind of
documents/DataFile.txt
bit I found online (I named the folder documents).
I've tried renaming the file, saving it in different ways. I'm all out of ideas.
The file is just a list of numbers that are used in generating random data for this program we got assigned for building a gas station simulator. The program runs great when I just use user input from the console. But I can not get netbeans to find that file for the life of me! Help!?!?!?
Try adding the file to build path ..
public void readTextFile (){
try{
Scanner scFile =new Scanner(new File("filename.txt");
while(scFile.hasNext()){
String line =scFile.nextLine();
Scanner details=new Scanner(line).useDelimiter("symbol");
than you can work from there to store integer values use e.g in an array
litterArr(size)=details.nextInt();
Note: size is a variable counting the size/number of info the array has.
}
scFile.close();
{
catch
(FILENOTFOUNDEXCEPION e){
..... *code*
}
Keep file in the same folder as the program,but if it is saved in another folder you need to supply the path indicating the location of the file as part of the file name e.g memAthletics.Lines.LoadFromFile('C:\MyFiles\Athletics.txt');
hope this helps clear the problem up :)