Nonexistent function get_viewport in base Nil - syntax-error

I am running a script:
func _ready():
screensize.get_viewport().get_rect().size
set_process(true)
spawn_fruit(5)
I am getting an error: Nonexistent function get_viewport in base Nil
I've seen this error on other peoples scripts for get_rect and other functions, but nothing for this. I am new to GoDot so go easy on me please:)

I just found the solution!
In Godot 3.1+ you can't use get_rect() because it was removed. You have to write it as:
screensize = get_viewport().size
Second of all, you have to use f.translate instead of f.set_pos:
f.set_pos(Vector2(rand_range(10, screensize.width-10), rand_range(10, screensize.height-10)))
f.translate(Vector2(rand_range(300, screensize.x-800),rand_range(300, screensize.y-800)))
Thirdly, Vector2 does not use .width and .height anymore. It was changed to .x and .y (Shown Above)
Credit goes to LT Farms on YouTube

Related

I have a question about a YT tutorial because I wanna customize it a little

in this video, https://youtu.be/klBvssJE5Qg I shows you how to spawn enemies outside of a fixed camera. (this is in GDscript by the way) How could I make this work with a moving camera? I wanna make a zombie fighting game with a moving camera and zombies spawning outside that.
I would really appreciate help with this.
I've tried researching on the internet about how to do it, but I just didn't find it.
N/A..................................
After looking at the video, I see they are using this line to spawn:
Global.instance_node(enemy_1, enemy_position, self)
This suggest to me a couple thing:
The position is probably either relative to the self passed as argument or global.
There must be an Autoload called Global that I need to check to make sure.
And the answer is in another castle video.
In the video Godot Wave Shooter Tutorial #2 - Player Shooting we find this code:
extends Node
func instance_node(node, location, parent):
var node_isntance = node.instance()
parent.add_child(node_instance)
node_instance.global_position = location
return node_instance
And thus, we are working with global coordinates global_position. Thus enemy_position is used as global coordinates.
Ok, instead of using enemy_position as global coordinates we are going to use it as local coordinates of the Camera2D (or a child of it). Which means you need a reference to the Camera2D (which I don't know where do you have it).
You could make your code in a child of the Camera2D, or take the transform of the Camera2D using a RemoteTransform2D. Either way, you could then work in its local coordinates. Thus you would do this:
Global.instance_node(enemy_1, to_global(enemy_position), self)
Or you could have a reference by exporting a NodePath (or in the newest Godot you can export a Camera2D) from your script and set it via the inspector. So you can do this:
Global.instance_node(enemy_1, camera.to_global(enemy_position), self)
Where camera is your reference to the Camera2D.
In the following section of Arena.gd:
func _on_Enemy_spawn_timer_timeout():
var enemy_position = Vector2(rand_range(-160, 670), rand_range(-90, 390))
I believe you can add the X and Y coordinates of the camera to their corresponding random ranges in the enemy position Vector2. This will displace the enemy depending on where the camera is currently located.
You can get the position of the camera with this:
get_parent().get_node("Name of your camera").position
When this is all put together:
func _on_Enemy_spawn_timer_timeout():
var enemy_position = Vector2(rand_range(-160, 670) + get_parent().get_node("Name of your camera").position.x, rand_range(-90, 390) + get_parent().get_node("Name of your camera").position.y)
Keep in mind that you might need to displace the values in the following while loop as well. I hope this helps.

GODOT update gravity in realtime

Trying to align the in game physics with devide gravity in realtime.
Inspired by "How to change global gravity properties at runtime?" post using following code during _process/_physics_process
var acc_gravity = Input.get_gravity().rotated(Vector3(-1, 0, 0), deg2rad(90))
PhysicsServer.area_set_param(get_world().get('space'),
PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, acc_gravity.normalized())
PhysicsServer.area_set_param(get_world().get('space'),
PhysicsServer.AREA_PARAM_GRAVITY, acc_gravity.length())
But the physics just went into very weird behavior, kind of slowmotion or outright nothing move. Seems these parameter setting does much more than changing a number; and can only be set at ready but not updated constantly. Is there a workaround? Thanks.
For what I understand you want a constantly changing gravity. I suggest to not use gravity at all. Instead simply use add_central_force in _physics_process:
add_central_force(Input.get_gravity().rotated(Vector3(-1, 0, 0), deg2rad(90)))
This is something that differs between 2D and 3D physics in Godot: in 3D forces are reset every physics frame.
So, if I do this in a RigidBody2D:
func _ready() -> void:
add_central_force(Vector2.LEFT * 10)
I'll see the RigidBody2D accelerate to the left…
But if I do this in a RigidBody:
func _ready() -> void:
add_central_force(Vector3.LEFT * 10)
I'll see the RigidBody move a little and then stop, or not move at all (depending if it is using Bullet or GodotPhysics).
Thus, since you are working in 3D, you don't need to keep track of the prior forces you added.

Cannot interpolate trying to emulate EXPORT_OK Tag

I cannot interpolate ::GLOBAL::EXPORT($var)::. What am I doing wrong?
I'm trying to play with exports because they are hard to optimize sometimes.
I try to produce tags for a group of constants.
In reality a few constants are in visible in module scope, but some of them are in a TAG just to separate them and to use them on demand.
But the objective of my question is just to understand why I cannot interpolate what should seem to be very easy.
The error is an exception with new; I've lost the trace for now.
See the code below.
unit module TestImports;
sub bar is export { say "bar sub" }
sub baz is export { say "baz sub" }
my $var = 'He heu hey';
my $aar = 'He heu hey';
my $vaa = 'He heu hey';
my $kar = 'He heu hey';
my $vor = 'He heu hey';
constant A = 333;
constant APPART is export(:AP) = 174;
constant COLOR_A = 24;
constant COLOR_B = 84;
constant COLOR_C = 88;
constant COLOR_D = 92;
constant COLOR_E is export(:SPECIAL)= 144;
constant COLOR_F = 98;
constant COLOR_G = 118;
constant COLOR_H = 214;
constant COLOR_I = 800;
my package EXPORT::MYTAG {
#filter the colors;
my %c = TestImports::.grep(*.key.match(/^ ( COLOR_ <[A..Z]>+ ) $ /));
#filter allready in TAG exported : so we exclude those that we do not want.
my %e = EXPORT::.grep( *.key.grep( none /^ : ( ALL || DEFAULT || MYTAG ) $ /));
#This nearly works but will fail for :SPECIAL Tag because it's yet exported :(
for %c {
next if .key eq 'EXPORT';
.key.say;
OUR::{.key} := .value;
}
#NOTE: So we must exclude, :SPECIAL (and ev. others) building a loop with e.
#IF i did well red the doc ALL SPECIAL should be in GLOBAL::EXPORT::SPECIAL::%(kv);
#and
::GLOBAL::EXPORT::SPECIAL::.raku.say => WORKS; ==> (COLOR_E(80)) SO:
for %e.kv -> $k,$v {
#HERE IS THE QUESTION!!!!!!
::GLOBAL::EXPORT::($k)::.raku.say; #SHOULD WORK but does not: WHY.
}
}
Main script just for testing is this one.
#!/bin/env raku
use TestImports :DEFAULT, :MYTAG :AP ;
#Most of the time : Everything works!but it should work always
say TOTITOTO;
say INTER;
say WANDER;
say WANDER_FULL;
say WANDER3FULL;
say APPART;
say TestImports::A;
#say COLOR_INTER;
bar();
baz();
Thing.new.foo;
This answer is barely an answer, but then your question is barely a question, so perhaps it all balances out. ;)
Cannot interpolate trying to emulate EXPORT_OK Tag
I googled "EXPORT_OK". It's Perl. Simple forms of it seem simple. Why aren't you just sticking with simple tagging?
I cannot interpolate ::GLOBAL::EXPORT($var)::
There's no such package as GLOBAL::EXPORT. The EXPORT generated by Rakudo is a lexical package (declared with my) not a global package (declared with our). Your EXPORT::MYTAG package is explicitly declared with my.
::GLOBAL::EXPORT($var) attempts to call a package as if it were a function which won't work either. But that's presumably just a typo.
At a guess you meant EXPORT::($var) or something like that.
I don't know what you really want because your code doesn't compile and is too long and messy.
I'm trying to play with exports because they are hard to optimize sometimes.
If you mean Perl exports, Raku isn't Perl.
If you mean Raku exports, and mean performance, then please share your --profile results. If you mean some other aspect of optimizing, then please clarify what that is.
In reality a few constants are in visible in module scope, but some of them, are in a TAG just to separate them and to use them on demand.
The constant declarator has an implicit our declarator by default. If you don't want that, put my in front, i.e. my constant ....
But the objective of my question is just to understand wy i cannot interpolate what should seam to be very easy.
If the above hasn't answered your question, please produce a much shorter and cleaner version of your question and then we might be able to help.
The error is an exception with new, i'v lost the trace for now.
The error I see in your deleted "answer" is:
Failure.new(exception => X::NoSuchSymbol.new(symbol => "GLOBAL::EXPORT::SPECIAL"))
That's a Failure value (which is an error value containing an unthrown exception that allows code to continue to run provided nothing tries to use the error value as if it were OK).
It says there's no such symbol (NoSuchSymbol) as GLOBAL::EXPORT::SPECIAL. That's correct, because there is no such symbol/package, as explained near the start of this answer.
I see this in your comments under your deleted "answer":
I think the example is too long
Yes. I'm pretty sure that, whatever it is that you're trying to ask, it should be askable in less than 10 lines of code. See Minimal Reproducible Example for further guidance on how best to ask a question.
But I suspect the primary problem is more basic than that.
If you are experiencing problems with Raku exporting, then it seems likely that you're just using it incorrectly.
If you are using it correctly, then the first thing to do, before thinking about trying to optimize anything, is to use --profile in accord with Knuth's dictum that "Premature optimization is the root of all evil" and share your results.

Error: No operator "=" matches these operands in "Servo_Project.cpp", Line: 15, Col: 22

So I tried using code from another post around here to see if I could use it, it was a code meant to utilize a potentiometer to move a servo motor, but when I attempted to compile it is gave the error above saying No operator "=" matches these operands in "Servo_Project.cpp". How do I go about fixing this error?
Just in case ill say this, the boards I was trying to compile the code were a NUCLEO-L476RG, the board from the post I mentioned utilized Nucleo L496ZG board and a Tower Pro Micro Servo 9G.
#include "mbed.h"
#include "Servo.h"
Servo myservo(D6);
AnalogOut MyPot(A0);
int main() {
float PotReading;
PotReading = MyPot.read();
while(1) {
for(int i=0; i<100; i++) {
myservo = (i/100);
wait(0.01);
}
}
}
This line:
myservo = (i/100);
Is wrong in a couple of ways. First, i/100 will always be zero - integer division truncates in C++. Second, there's not an = operator that allows an integer value to be assigned to a Servo object. YOu need to invoke some kind of Servo method instead, likely write().
myservo.write(SOMETHING);
The SOMETHING should be the position or speed of the servo you're trying to get working. See the Servo class reference for an explanation. Your code tries to use fractions from 0-1 and thatvisn't going to work - the Servo wants a position/speed between 0 and 180.
You should look in the Servo.h header to see what member functions and operators are implemented.
Assuming what you are using is this, it does have:
Servo& operator= (float percent);
Although note that the parameter is float and you are passing an int (the parameter is also in the range 0.0 to 1.0 - so not "percent" as its name suggests - so be wary, both the documentation and the naming are poor). You should have:
myservo = i/100.0f;
However, even though i / 100 would produce zero for all i in the loop, that does not explain the error, since an implicit cast should be possible - even if clearly undesirable. You should look in the actual header you are using to see if the operator= is declared - possibly you have the wrong file or a different version or just an entirely different implementation that happens to use teh same name.
I also notice that if you look in the header, there is no documentation mark-up for this function and the Servo& operator= (Servo& rhs); member is not documented at all - hence the confusing automatically generated "Shorthand for the write and read functions." on the Servo doc page when the function shown is only one of those things. It is possible it has been removed from your version.
Given that the documentation is incomplete and that the operator= looks like an after thought, the simplest solution is to use the read() / write() members directly in any case. Or implement your own Servo class - it appears to be only a thin wrapper/facade of the PwmOut class in any case. Since that is actually part of mbed rather than user contributed code of unknown quality, you may be on firmer ground.

iOS cocos2D Chipmunk Body's velocity is invalid

In cocos2d-spritebuilder 3.4 I've create my physicworld and my player like many of the official examples.
self.sprite.physicsBody = [CCPhysicsBody bodyWithCircleOfRadius:10 andCenter:self.anchorPoint];
self.sprite.physicsBody.type = CCPhysicsBodyTypeDynamic;
etc...
So, when I try to move my sprite to the right for example with
[self.sprite.physicsBody applyImpulse: CGPointMake(32,0)];
my app going in crash reporting this:
Aborting due to Chipmunk error: Body's velocity is invalid.
Failed condition: v.x == v.x && v.y == v.y
Source:.../Source/libs/cocos2d-iphone/external/Chipmunk/src/cpBody.c:106
Chipmunk source's have:
-(void)applyImpulse:(CGPoint)impulse { _body.velocity = cpvadd(_body.velocity, cpvmult(CCP_TO_CPV(impulse), 1.0f/_body.mass));}
So, I knew MASS was setted by default to 1.0f, but I want to try to set this value by hand..) :
self.sprite.physicsBody.mass = 1.0f
Same error, same results...
But if I try to set:
self.sprite.physicsBody.body.mass = 1.0f
It work great.
So, what's the differences btw these two parameters?
Why applyImpulse take only body.mass?
As far as I know, Chipmunk doesn't play nice when applying a "big" impulse. What you should try and do is build up velocity over several frames.
Edit: Check this link http://forum.cocos2d-swift.org/t/ccphysics-applyimpulse-not-working/12151/12