Godot/GDScript Grid Movement Tweening - game-development

So I've been using KidsCanCode's Godot tutorials/documentation to help me create a Pokemon-like grid-based movement for a project I'm working on. For all intents and purposes, I would like to create a movement system as close to that in the earlier handheld Pokemon games as possible.
I would like to add two things before I start; one, I have grown fond of the way KidsCanCode attempted to teach grid-based movement, so while other ways of coding it may be simpler such as those that can be found on videos such as this one (https://www.youtube.com/watch?v=jSv5sGpnFso), I would like to hard-headidly stick to this method of coding it... you'll see what I mean when you read the code. Lastly, I would like to add that I had this code working before ! I actually haven't made any changes to the code since it was last working, however, for some reason it no longer seems to work, I'm not sure if that's due to Godot updating since, but hopefully someone can help me out with that.
So first of all, this is my player scene node tree. The most important parts of this being the RayCast2D and Tween nodes.
And this is my code for the main Area2D Player node:
extends Area2D
const tile_size = 16
export var speed = 5
var inputs = { "ui_right": Vector2.RIGHT,
"ui_left": Vector2.LEFT,
"ui_up": Vector2.UP,
"ui_down": Vector2.DOWN }
func _ready():
position = position.snapped(Vector2.ONE * tile_size/2)
func _unhandled_input(event):
if $Tween.is_active():
return
for dir in inputs.keys():
if event.is_action_pressed(dir):
move(inputs[dir])
func move(dir):
$RayCast2D.cast_to = inputs[dir] * tile_size
$RayCast2D.force_raycast_update()
if !$RayCast2D.is_colliding():
move_tween(dir)
func move_tween(dir):
$Tween.interpolate_property(self, "position", position,
position + inputs[dir] * tile_size, 1.0/speed, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
$Tween.start()
To quickly explain, func _ready(): snaps the player to the grid. func _unhandled_input(event): then checks to see if a Tween is occurring, and if not, calls func move(dir). This function raycasts to the given direction input, forces a raycast update, and if no static body is in the given direction, calls func move_tween(dir). This last functions handles tween interpolation to the given direction and starts the tweening process. That's pretty much it. Once again, this used to work just fine.
However, now when I try to run this, I get an error "Invalid get index '(0, 1)' (on base: 'Dictionary')" where "(0, 1)" changes based on what direction I tried to move in when the game was running.
In the Debugger dock, underneath Stack Frames, it gives me errors on lines "22 - at function; move" $RayCast2D.cast_to = inputs[dir] * tile_size and "19 - at function: _unhandled_input" move(inputs[dir]).
The code on the website had these say (dir) only instead of (inputs[dir]). But doing so only gives me another error. If anyone smarter than me has any idea what's going on, I would very much appreciate any and all insight. Thank you !

Understanding the problem
Alright, let us see. The variable inputs has your dictionary:
var inputs = { "ui_right": Vector2.RIGHT,
"ui_left": Vector2.LEFT,
"ui_up": Vector2.UP,
"ui_down": Vector2.DOWN }
The keys are String, and the values are Vector2.
Thus, here:
for dir in inputs.keys():
if event.is_action_pressed(dir):
move(inputs[dir])
The variable dir is going to be a String. Which is what you need for is_action_pressed, so that is correct.
And inputs[dir] is going to be a Vector2. Which means that in move you are getting a Vector2 as argument.
Now, in move you say::
func move(dir):
$RayCast2D.cast_to = inputs[dir] * tile_size
But remember that the argument you are passing is a Vector2, and the keys of input are all String. So it fails here: inputs[dir].
Early warning for similar problems
Using types can help you identify this kind of problems early. Sadly in Godot 3.x there is no way to specify the the keys and values of a Dictionary.
Arguably you could use C# and use .NET Dictionary<TKey,TValue> from the System.Collections.Generic, which would let you specify the key and value types. Yet, we are not talking about those dictionaries here.
What you can tell with GDScript is that your parameters are either Vector2:
func move(displacement:Vector2):
# …
Or String
func move(dir:String):
# …
This way Godot can tell you when you are calling them with the wrong parameter.
Another thing that will help. Although it is more on the discipline side, is to keep consistent names. If the names you use have a concrete meaning in your system, they will help you.
For instance, you call move like this:
move(inputs[dir])
Meaning that what you are passing is not called dir※. But you have move defined like this:
func move(dir):
# …
So move expects something you call a dir. And you would see that when you are typing the call to move.
※: I'd say you are passing one of the values of inputs, so what you are passing is called an input. Or you could call them action, given that you use them in is_action_pressed. Which, again, would be using names in a way that helps you.
Solving the problem
The way I would solve this is by using the String and inputs in _unhandled_input only (after all, that function is meant to deal with inputs). And work with Vector2 from there on. This means that:
The other methods would also be useful if in the future you wanted a movement that does not come from one of the inputs.
You are not repeating the effort of looking up in the Dictionary.
Admittedly, these aren't a huge deal for your game right now. And ultimately what you do is up to you. Yet, consider this approach submitted to your consideration.
This is the code (I have added some type annotations):
extends Area2D
const tile_size:float = 16
export var speed:float = 5
var inputs = { "ui_right": Vector2.RIGHT,
"ui_left": Vector2.LEFT,
"ui_up": Vector2.UP,
"ui_down": Vector2.DOWN }
func _ready():
position = position.snapped(Vector2.ONE * tile_size/2)
func _unhandled_input(event:InputEvent) -> void:
if $Tween.is_active():
return
for dir in inputs.keys():
if event.is_action_pressed(dir):
move(inputs[dir])
func move(displacement:Vector2) -> void:
$RayCast2D.cast_to = displacement * tile_size
$RayCast2D.force_raycast_update()
if !$RayCast2D.is_colliding():
move_tween(displacement)
func move_tween(displacement:Vector2) -> void:
$Tween.interpolate_property(self, "position", position,
position + displacement * tile_size, 1.0/speed, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
$Tween.start()
Or you can using String thought out, and querying the dictionary every time. Which, I believe, is what you intended. Like this:
extends Area2D
const tile_size:float = 16
export var speed:float = 5
var inputs = { "ui_right": Vector2.RIGHT,
"ui_left": Vector2.LEFT,
"ui_up": Vector2.UP,
"ui_down": Vector2.DOWN }
func _ready():
position = position.snapped(Vector2.ONE * tile_size/2)
func _unhandled_input(event:InputEvent) -> void:
if $Tween.is_active():
return
for dir in inputs.keys():
if event.is_action_pressed(dir):
move(dir)
func move(dir:String) -> void:
$RayCast2D.cast_to = input[dir] * tile_size
$RayCast2D.force_raycast_update()
if !$RayCast2D.is_colliding():
move_tween(dir)
func move_tween(dir:String) -> void:
$Tween.interpolate_property(self, "position", position,
position + input[dir] * tile_size, 1.0/speed, Tween.TRANS_SINE, Tween.EASE_IN_OUT)
$Tween.start()
Notice here that _unhandled_input is passing dir to move. The same way that move is passing dir to move_tween.

Related

Kotlin: mark function argument after sanitizing it into a new variable as "do not use this anymore"

To start: this question is already kind of resolved for me. But the discussion might be interesting.
I like code so let's look at this function:
fun foo(path: Path) {
val absPath = path.normalize().absolute() // sanitizing
doSomethingWith(path) // this is unsafe use because path is not sanitized
doSomethingWith(absPath) // this is safe because we are using the sanitized absPath value
}
Kotlin function parameters are always val, therefore we are required to create a new variable if we want to derive from it's value.
We can choose between using a new name or using an old name and annotating it with #Suppress("NAME_SHADOWING") to not get the Name shadowed: ... warning.
I'm looking for something like
fun foo(path: Path) {
val absPath = path.normalize().absolute()
#DoNotUseAnymore path
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doSomethingWith(absPath) // is fine
}
Do you know something like that? Or do you think I'm fiddling around at the wrong end of the equation and should just learn to not feel like doing bad stuff when using the #Suppress-annotation? Since I like to code, this is what I mean:
fun foo(path: Path) {
#Suppress("NAME_SHADOWING")
val path = path.normalize().absolute() // sanitizing
doSomethingWith(path) // there is only one sanitized variable so we are safe
}
In some way this method is the cleanest one... I probably stick to that... Should I publish this question now? Well... maybe :)

Async Wait Efficient Execution

I need to iterate 100's of ids in parallel and collect the result in list. I am trying to do it in following way
val context = newFixedThreadPoolContext(5, "custom pool")
val list = mutableListOf<String>()
ids.map {
val result:Deferred<String> = async(context) {
getResult(it)
}
//list.add(result.await()
}.mapNotNull(result -> list.add(result.await())
I am getting error at
mapNotNull(result -> list.add(result.await())
as await method is not available. Why await is not applicable at this place? Instead commented line
//list.add(result.await()
is working fine.
What is the best way to run this block in parallel using coroutine with custom thread pool?
Generally, you go in the right direction: you need to create a list of Deferred and then await() on them.
If this is exactly the code you are using then you did not return anything from your first map { } block, so you don't get a List<Deferred> as you expect, but List<Unit> (list of nothing). Just remove val result:Deferred<String> = - this way you won't assign result to a variable, but return it from the lambda. Also, there are two syntactic errors in the last line: you used () instead of {} and there is a missing closing parenthesis.
After these changes I believe your code will work, but still, it is pretty weird. You seem to mix two distinct approaches to transform a collection into another. One is using higher-order functions like map() and another is using a loop and adding to a list. You use both of them at the same time. I think the following code should do exactly what you need (thanks #Joffrey for improving it):
val list = ids.map {
async(context) {
getResult(it)
}
}.awaitAll().filterNotNull()

Kotlin/Native how to create Array of CPointers?

I'm new to Kotlin/Native! I'd like to create an array of CPointers to pass it around, but having hard time creating one.
In C/C++ void* a[] = {test} is enough. But I'm not able to do the same in K/N.
I've tried val a: CValuesRef<out COpaquePointerVar> = cValuesOf(test)
But it results in the following error:
Tried looking at docs and find it on the web, but none of them answered correctly.
Any help is appreciated!!
So I basically did what I wanted using a StableRef
on_exit(staticCFunction { _, argsPtr ->
val argsStableRef = argsPtr!!.asStableRef<List<COpaquePointer>>()
val args = argsStableRef.get()
// Cleanup code
argsStableRef.dispose()
}, StableRef.create(listOf(/* All the pointers */)).asCPointer())
Basically transforming the List<COpaquePointer> to a StableRef and extracting pointer out of it, then when required deref it via the asStableRef and after that dispose it to ensure memory have been freed.

Drawing lines from ViewModel TornadoFX

So I got a ViewModel containing Lines (that is 2 point objects that both have an x and y double property). I want to bind this to some canvas or something a like. Furthermore, it could be that lines are not added incrementally to the ViewModel, but all in one time (e.g. when loading an external file that contains a lot of lines data).
How can you solve this with TornadoFX? Moreover, how to make it run smoothly even with a lot of line data. Is it possible with gui builders?
A simple bindChildren fixes it:
stackpane {
group {
bindChildren(model.segments) { segment ->
line(segment.first.x, segment.first.y, segment.second.x, segment.second.y)
}
}
}
In the model, the declaration of the segments:
val segments: ObservableList<Segment> = FXCollections.observableArrayList<Segment>()

Trying to switch a direct integer value with a variable in swift

I'm trying to switch out a direct integer with a variable in swift, but for some reason I'm getting this error and I have no idea. The end goal is to get my currentValue (line 76) to replace the 100's on line 41 - could anyone let me know how I could accomplish this without the error? New to swift and having a hard time (background in objective-c, figured something this simple would not stop me in my tracks!)
Full .swift file here: http://pastebin.com/K6UHkNEv
EDIT:
// these values change the number of squares
let _gameView = CGOLView(gridWidth:100, gridHeight:100)
#IBOutlet weak var tileSizeSlider: UISlider!
#IBAction func sliderValueChanged(sender: UISlider) {
var currentValue = Int(sender.value)
print("\(currentValue)")
}
should work as:
// these values change the number of squares
let _gameView = CGOLView(gridWidth:currentValue, gridHeight:currentValue)
#IBOutlet weak var tileSizeSlider: UISlider!
#IBAction func sliderValueChanged(sender: UISlider) {
var currentValue = Int(sender.value)
print("\(currentValue)")
}
instead I get this error:
Use of unresolved identifier 'currentValue'
and if I try to create custom int's and input them:
var gridWidthValue = 50
var gridHeightValue = 50
like this:
let _gameView = CGOLView(gridWidth:gridWidthValue, gridHeight:gridHeightValue)
I get:
'ViewController.Type' does not have a member named 'gridHeightValue'
Any help would be appreciated - thanks stackoverflow community!
David.
currentValue is a local variable to sliderValueChanged.
Instead you should instantiate _gameView in init. Note however, you still won't be able to use currentValue.
If this is a one off sort of thing, you can always make _gameView an optional and then create it when you have adjusted the slider. This is admittedly a little clumsy.
I am not familiar with Conway's Game of Life, but looking at the code, it seems CGOLView's init does some adjustment based on the grid width and height. The reason I am mentioning this is that you could always change the view's frame size, however, you'd then also need to make some other mods to the tileViews for it to look proper.
As to why gridWidthValue/gridHeightValue is not working. Those are properties defined in an instance. Hence you would need to do somethign like self.gridWithValue to reference it. However, you cannot do that when defining the property such as
let _gameView = CGOLView(gridWidth:gridWidthValue, gridHeight:gridHeightValue)
This is also why instantiating _gameView in init is the way to go.
Your problem is that you cannot access the variable currentValue because it is inside of a function. You have to declare that value outside of the function to be able to use it outside of the function.