Turning BSPMapGen demo into a flxTilemap object - haxeflixel

I'm trying to use the BSPMapGen demo to generate maps for my game but I'm having issues. The resulting map contains too many rooms and the hallways are twice as thick as they need to be. My guess was that the code uses the game dimensions somewhere but I couldn't find it.
screenshot
Here is the code (only has several changes from GenerateState):
package mapgen;
import flixel.tile.FlxTilemap;
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flixel.util.FlxStringUtil;
import flixel.FlxG;
import flixel.util.FlxColor;
class BSPMap extends FlxTilemap
{
var TILE_SIZE:Int = 16;
public static var mapData:BitmapData;
var rooms:Array<Rectangle>;
var hallways:Array<Rectangle>;
var leafs:Array<Leaf>;
var mapWidth:Int;
var mapHeight:Int;
public function new(w:Int, h:Int, tilesize:Int)
{
super();
TILE_SIZE = tilesize;
mapWidth = w;
mapHeight = h;
generateMap();
var csvData:String = FlxStringUtil.bitmapToCSV(mapData);
this.loadMapFromCSV(csvData, "assets/tiles.png", TILE_SIZE, TILE_SIZE, AUTO);
}
function generateMap():Void
{
// Reset mapData
mapData = new BitmapData(mapWidth, mapHeight, false, FlxColor.BLACK);
// Reset arrays
rooms = [];
hallways = [];
leafs = [];
// First, create leaf to be root of all leaves
var root = new Leaf(0, 0, mapWidth, mapHeight);
leafs.push(root);
var didSplit:Bool = true;
// Loop through every Leaf in array until no more can be split
while (didSplit)
{
didSplit = false;
for (leaf in leafs)
{
if (leaf.leftChild == null && leaf.rightChild == null) // If not split
{
// If this leaf is too big, or 75% chance
if (leaf.width > Leaf.MAX_SIZE || leaf.height > Leaf.MAX_SIZE || FlxG.random.float() > 0.25)
{
if (leaf.split()) // split the leaf!
{
// If split worked, push child leafs into vector
leafs.push(leaf.leftChild);
leafs.push(leaf.rightChild);
didSplit = true;
}
}
}
}
}
// Next, iterate through each leaf and create room in each one
root.createRooms();
for (leaf in leafs)
{
// Then draw room and hallway (if there is one)
if (leaf.room != null)
{
drawRoom(leaf.room);
}
if (leaf.hallways != null && leaf.hallways.length > 0)
{
drawHalls(leaf.hallways);
}
}
//updateSprite();
}
function drawHalls(hallRect:Array<Rectangle>):Void
{
for (rect in hallRect)
{
hallways.push(rect);
mapData.fillRect(rect, FlxColor.WHITE);
}
}
/**
* Add this room to room array, then draw onto mapData
*/
function drawRoom(roomRect:Rectangle):Void
{
rooms.push(roomRect);
mapData.fillRect(roomRect, FlxColor.WHITE);
}
}

Related

JavaFx Problem with Service and Task with different Parameters and multiple calls

i need to create a Service and a Task to calculate the Mandelbrot and JuliaSet.
The calculation is working pretty good and now we need to give it into a Service and call it inside the task.
I have now the Problem, that every Time the task is executed, the Parameters are different.
I wrote a little Setter Function to parse those Arguments to the Service first.
But i'm not sure if this is the right Way?!
I'm also not sure how to correctly call the service in the main Function?
Now it works like this:
First time the service is executed, everything seems to work, but when i call it a secound Time, nothing seems to happen.....
Just to make sure: A Service can execute the Task multiple Times at the same Time?
Is it also posible with different Parameters?
Code Task:
private MandelbrotRenderOptions mandelbrot;
private JuliaRenderOptions juliaset;
private Canvas leftCanvas;
private Canvas rightCanvas;
//Constructor
public RenderTask(Canvas leftCanvas, Canvas rightCanvas) {
this.leftCanvas = leftCanvas;
this.rightCanvas = rightCanvas;
}
public void setOptions(MandelbrotRenderOptions mandelbrot, JuliaRenderOptions juliaset) {
this.mandelbrot = mandelbrot;
this.juliaset = juliaset;
}
#Override
protected Void call() throws Exception {
try {
System.out.println("HALLO SERVICE");
// instances for rendering the left canvas [pixel.data -> PixelWriter -> WritableImage -> GraphicsContext -> Canvas]
// creates an writable image which contains the dimensions of the canvas
WritableImage wimLeftCanvas = new WritableImage((int) leftCanvas.getWidth(), (int) leftCanvas.getHeight());
// instance which can write data into the image (instance above)
PixelWriter pwLeftCanvas = wimLeftCanvas.getPixelWriter();
// instance which fills the canvas
GraphicsContext gcLeftCanvas = leftCanvas.getGraphicsContext2D();
// instances for rendering the right canvas [pixel.data -> PixelWriter -> WritableImage -> GraphicsContext -> Canvas]
WritableImage wimRightCanvas = new WritableImage((int) rightCanvas.getWidth(), (int) rightCanvas.getHeight());
PixelWriter pwRight = wimRightCanvas.getPixelWriter();
GraphicsContext gcRightCanvas = rightCanvas.getGraphicsContext2D();
gcLeftCanvas.clearRect(0, 0, leftCanvas.getWidth(), leftCanvas.getHeight());
//Pixel[][] pixels; // contains pixel data for rendering canvas
// instances for logging the rendered data
SimpleImage simpleImageLeftCanvas = new SimpleImage((int) leftCanvas.getWidth(), (int) leftCanvas.getHeight());
SimpleImage simpleImageRightCanvas = new SimpleImage((int) rightCanvas.getWidth(), (int) rightCanvas.getHeight());
short dataSimpleImage[] = new short[3]; // contains pixel data for logging rendered data
// fills left canvas (mandelbrot) PixelWriter instance with data
Pixel[][] pixels = mandelbrot.setAllPixels();
FractalLogger.logRenderCall(mandelbrot);
for (int y = 0; y < (int) leftCanvas.getHeight(); y++) {
for (int x = 0; x < (int) leftCanvas.getWidth(); x++) {
// parses color data to PixelWriter instance
Color color = Color.rgb(pixels[y][x].getRed(), pixels[y][x].getGreen(), pixels[y][x].getBlue());
pwLeftCanvas.setColor(x, y, color);
for (int depth = 0; depth < 3; depth++) {
if (depth == 0) {
dataSimpleImage[depth] = pixels[y][x].getRed();
} else if (depth == 1) {
dataSimpleImage[depth] = pixels[y][x].getGreen();
} else {
dataSimpleImage[depth] = pixels[y][x].getBlue();
}
}
try {
simpleImageLeftCanvas.setPixel(x, y, dataSimpleImage); // because data must not be null
} catch (InvalidDepthException e) {
e.printStackTrace();
}
}
}
// logs that rendering of mandelbrot is finished
FractalLogger.logRenderFinished(FractalType.MANDELBROT, simpleImageLeftCanvas);
// fills left canvas (juliaset) PixelWriter instance with data
pixels = juliaset.setAllPixels();
FractalLogger.logRenderCall(mandelbrot);
for (int y = 0; y < (int) rightCanvas.getHeight(); y++) {
for (int x = 0; x < (int) rightCanvas.getWidth(); x++) {
// pareses color to PixelWriter instance
Color color = Color.rgb(pixels[y][x].getRed(), pixels[y][x].getGreen(), pixels[y][x].getBlue());
pwRight.setColor(x, y, color);
for (int depth = 0; depth < 3; depth++) {
if (depth == 0) {
dataSimpleImage[depth] = pixels[y][x].getRed();
} else if (depth == 1) {
dataSimpleImage[depth] = pixels[y][x].getGreen();
} else {
dataSimpleImage[depth] = pixels[y][x].getBlue();
}
}
try {
simpleImageRightCanvas.setPixel(x, y, dataSimpleImage); // because data must not be null
} catch (InvalidDepthException e) {
e.printStackTrace();
}
}
}
// logs that rendering of juliaset is finished
FractalLogger.logRenderFinished(FractalType.JULIA, simpleImageRightCanvas);
// writes data from WriteableImage instance to GraphicsContext instance, which finally parses renders it into the canvas
gcLeftCanvas.drawImage(wimLeftCanvas, 0, 0);
FractalLogger.logDrawDone(FractalType.MANDELBROT);
gcRightCanvas.drawImage(wimRightCanvas, 0, 0);
FractalLogger.logDrawDone(FractalType.JULIA);
return null;
} catch (Exception e) {
System.out.println("ERROR");
System.out.println(e);
return null;
}
}
#Override
protected void cancelled()
{
super.cancelled();
updateMessage("The task was cancelled.");
}
#Override
protected void failed()
{
super.failed();
updateMessage("The task failed.");
}
#Override
public void succeeded()
{
super.succeeded();
updateMessage("The task finished successfully.");
} ```
And i call it like this in the main:
``` Service service = new Service() {
#Override
protected Task createTask() {
return new RenderTask(leftCanvas, rightCanvas);
}
};
task.setOptions(mandelbrot, juliaset);
service.restart(); ```

Flyweight pattern in this simple net core Api uses more memory ram

I'm trying to aplicate Flyweight method pattern in a simple .net core Api to see how much memory is saved compared to not using the pattern.
I have two methods, the first one creates 5000 objects without uses the pattern and the another creates 5000 object using the pattern. After each of them create the objects, then they call a method that returns the current memory used by the App.
public class MemoryService : IMemoryService
{
private readonly TreeFactory _treeFactory;
public MemoryService()
{
_treeFactory = new TreeFactory();
}
//create without pattern
public long SetObjectsMemory()
{
List<Tree> trees = new List<Tree>();
for (int i = 0; i < 5000; i++)
{
var tree = new Tree()
{
Id = new Random().Next(1, 9999999),
Part = new PartTree()
{
Name = "Nameany",
Bark = "Barkany",
Color = "Colorany"
}
};
trees.Add(tree);
};
return Utilities.GetCurrentMemoryUsed();
}
//crete with flyweight pattern
public long SetObjectsMemoryFactory()
{
List<Tree> trees = new List<Tree>();
for (int i = 0; i < 5000; i++)
{
var tree = new Tree()
{
Id = new Random().Next(1, 9999999),
Part = _treeFactory.GetPartTree("Nameany", "Barkany", "Colorany")
};
trees.Add(tree);
}
return Utilities.GetCurrentMemoryUsed();
}
}
I use the pattern like a class that uses a list of Parts and return a part object if exists.
public class TreeFactory
{
private static List<PartTree> _parts;
public TreeFactory() {
_parts = new List<PartTree>();
}
public PartTree GetPartTree(string name, string bark, string color)
{
if (_parts.Any(x => x.Name == name && x.Bark == bark && x.Color == color))
{
return _parts.Where(x => x.Name == name && x.Bark == bark && x.Color == color).FirstOrDefault();
}
else {
var newpart = new PartTree()
{
Name = name,
Bark = bark,
Color = color
};
_parts.Add(newpart);
return newpart;
}
}
}
The way to get the current memory used by the App is using Process of this way (in Utilities class):
public static long GetCurrentMemoryUsed() {
Int64 memory;
using (Process proc = Process.GetCurrentProcess())
{
memory = proc.PrivateMemorySize64 / (1024 * 1024);
}
return memory;
}
And in my Startup i inject the MemoryService like a Singleton. In the controller i use 3 methods for call the functions:
[HttpGet, Route(nameof(WeatherForecastController.GenerateMemory))]
public IActionResult GenerateMemory()
{
var total=_memoryService.SetObjectsMemory();
return Ok(total);
}
[HttpGet, Route(nameof(WeatherForecastController.GenerateLiftMemory))]
public IActionResult GenerateLiftMemory()
{
var total = _memoryService.SetObjectsMemoryFactory();
return Ok(total);
}
[HttpGet, Route(nameof(WeatherForecastController.GetMemory))]
public IActionResult GetMemory()
{
var total = Utilities.GetCurrentMemoryUsed();
return Ok(total);
}
The problem is: When i call in the navigator the method in controller without pattern (/weatherforecast/GenerateMemory), then this returns (current)+2mb, but when i call the method
with pattern (/weatherforecast/GenerateLiftMemory) this returns (current)+3mb.
Why the method with pattern flyweight returns more used MB (growing) than the methods without the pattern ??
The repository with the code for test it. Gitlab repository memory api
The code which uses TreeFactory consumes more memory because its GetPartTree method called many times in a loop so as Linq methods Any and Where inside it. Both of these methods create additional Iterator objects under the hood in order to iterate through the collection and it causes additional memory consumption.
I wrote simple benchmark using BenchmarkDotNet with more options to demonstrate the issue
Extended MemoryService
public class MemoryService : IMemoryService
{
private const int TreeCount = 50000;
private readonly TreeFactory _treeFactory;
public MemoryService()
{
_treeFactory = new TreeFactory();
}
//crea objetos en memoria sin patrones
public decimal SetObjectsMemory()
{
List<Tree> trees = new List<Tree>();
for (int i = 0; i < TreeCount; i++)
{
var tree = new Tree()
{
Id = 1,
Part = new PartTree()
{
Name = "Nameany",
Bark = "Barkany",
Color = "Colorany"
}
};
trees.Add(tree);
};
return Utilities.GetCurrentMemoryUsed();
}
//crea objetos en memoria usando patron flyweight
public decimal SetObjectsMemoryFactory()
{
List<Tree> trees = new List<Tree>();
for (int i = 0; i < TreeCount; i++)
{
var tree = new Tree()
{
Id = 1,
Part = _treeFactory.GetPartTree("Nameany", "Barkany", "Colorany")
};
trees.Add(tree);
}
return Utilities.GetCurrentMemoryUsed();
}
public decimal SetObjectsMemoryFactoryImproved()
{
List<Tree> trees = new List<Tree>();
for (int i = 0; i < TreeCount; i++)
{
var tree = new Tree()
{
Id = 1,
Part = _treeFactory.GetPartTreeImproved("Nameany", "Barkany", "Colorany")
};
trees.Add(tree);
}
return Utilities.GetCurrentMemoryUsed();
}
//crea objetos en memoria usando patron flyweight
public decimal SetObjectsMemoryFactoryWithoutLambda()
{
List<Tree> trees = new List<Tree>();
for (int i = 0; i < TreeCount; i++)
{
var tree = new Tree()
{
Id = 1,
Part = _treeFactory.GetPartTreeWithoutLambda("Nameany", "Barkany", "Colorany")
};
trees.Add(tree);
}
return Utilities.GetCurrentMemoryUsed();
}
}
Extended TreeFactory
public class TreeFactory
{
private static List<PartTree> _parts;
public TreeFactory()
{
_parts = new List<PartTree>();
}
public PartTree GetPartTree(string name, string bark, string color)
{
if (_parts.Any(x => x.Name == name && x.Bark == bark && x.Color == color))
{
return _parts.Where(x => x.Name == name && x.Bark == bark && x.Color == color).FirstOrDefault();
}
var newpart = new PartTree()
{
Name = name,
Bark = bark,
Color = color
};
_parts.Add(newpart);
return newpart;
}
public PartTree GetPartTreeImproved(string name, string bark, string color)
{
var existingPart = _parts.Where(x => x.Name == name && x.Bark == bark && x.Color == color).FirstOrDefault();
if (existingPart != null)
return existingPart;
var newpart = new PartTree()
{
Name = name,
Bark = bark,
Color = color
};
_parts.Add(newpart);
return newpart;
}
public PartTree GetPartTreeWithoutLambda(string name, string bark, string color)
{
for (int i = 0; i < _parts.Count; i++)
{
var x = _parts[i];
if (x.Name == name && x.Bark == bark && x.Color == color)
return x;
}
var newpart = new PartTree()
{
Name = name,
Bark = bark,
Color = color
};
_parts.Add(newpart);
return newpart;
}
}
Benchmark in a separate console project
class Program
{
static void Main(string[] args)
{
var result = BenchmarkRunner.Run<MemoryBenchmark>();
}
}
[MemoryDiagnoser]
public class MemoryBenchmark
{
private IMemoryService memoryService;
[GlobalSetup]
public void Setup()
{
memoryService = new MemoryService();
}
[Benchmark]
public object SimpleTrees()
{
var trees = memoryService.SetObjectsMemory();
return trees;
}
[Benchmark]
public object FlyTrees()
{
var trees = memoryService.SetObjectsMemoryFactory();
return trees;
}
[Benchmark]
public object FlyTreesImproved()
{
var trees = memoryService.SetObjectsMemoryFactoryImproved();
return trees;
}
[Benchmark]
public object FlyTreesWithoutLambda()
{
var trees = memoryService.SetObjectsMemoryFactoryWithoutLambda();
return trees;
}
}
And its results
Method
Mean
Error
StdDev
Gen 0
Gen 1
Gen 2
Allocated
SimpleTrees
9.040 ms
0.1804 ms
0.2346 ms
718.7500
453.1250
265.6250
4.44 MB
FlyTrees
19.701 ms
0.1716 ms
0.1521 ms
2500.0000
906.2500
437.5000
15.88 MB
FlyTreesImproved
18.075 ms
0.2869 ms
0.2684 ms
1781.2500
625.0000
312.5000
10.92 MB
FlyTreesWithoutLambda
4.919 ms
0.0273 ms
0.0242 ms
421.8750
281.2500
281.2500
2.53 MB

Photoshop Scripting: Relink Smart Object

I'm working on a script that should go through a photoshop document and relink all visible linked objects to a new specified file. I've gotten the loop working so that it cycles through every layer and collects only the visible layers, but for the life of me I can't find if there's a method available to relink a smart object. The closest I've found is this script:
https://gist.github.com/laryn/0a1f6bf0dab5b713395a835f9bfa805c
but when it gets to desc3.putPath(idnull, new File(newFile));, it spits out an error indicating that the functionality may not be present in the current Photoshop version. The script itself is 4 years old so it may be out of date.
Any help would be appreciated!
MY script as it stands is below:
// SELECT FILE //
var files = File.openDialog("Please select new linked file");
var selectedFile = files[0];
// GET ALL LAYERS //
var doc = app.activeDocument;
var allLayers = [];
var allLayers = collectAllLayers(doc, allLayers);
function collectAllLayers (doc, allLayers)
{
for (var m = 0; m < doc.layers.length; m++)
{
var theLayer = doc.layers[m];
if (theLayer.typename === "ArtLayer")
{
allLayers.push(theLayer);
}
else
{
collectAllLayers(theLayer, allLayers);
}
}
return allLayers;
}
// GET VISIBLE LAYERS //
var visibleLayers = [];
for (i = 0; i < allLayers.length; i++)
{
var layer = allLayers[i];
if (layer.visible && layer.kind == LayerKind.SMARTOBJECT)
{
visibleLayers.push(layer);
}
}
// REPLACE LAYERS
for (i = 0; i < visibleLayers.length; i++)
{
var layer = visibleLayers[i];
//--> REPLACE THE FILE HERE
}
Note: I am aware that this script currently may be error-prone if you don't know exactly how it works; I'm not intending to publish it at this time so I'm not super concerned with that at the moment. Mostly I just need the core functionality to work.
I used an AM function for getting visible smart objects — it works much faster. But if you want you can use yours. The important bit is relinkSO(path);: it'll also work in your script (just don't forget to select a layer: activeDocument.activeLayer = visibleLayers[i];)
Note that it works similar to Photoshop Relink to File command — if used on one instance of Smart Object all the instances are going to be relinked. If you want to relink only specific layers you'll have to break instancing first (probably using the New Smart Object via Copy command)
function main() {
var myFile = Folder.myDocuments.openDlg('Load file', undefined, false);
if (myFile == null) return false;
// gets IDs of all smart objects
var lyrs = getLyrs();
for (var i = 0; i < lyrs.length; i++) {
// for each SO id...
// select it
selectById(lyrs[i]);
// relink SO to file
relinkSO(myFile);
// embed linked if you want
embedLinked()
}
function getLyrs() {
var ids = [];
var layers, desc, vis, type, id;
try
{
activeDocument.backgroundLayer;
layers = 0;
}
catch (e)
{
layers = 1;
}
while (true)
{
ref = new ActionReference();
ref.putIndex(charIDToTypeID('Lyr '), layers);
try
{
desc = executeActionGet(ref);
}
catch (err)
{
break;
}
vis = desc.getBoolean(charIDToTypeID("Vsbl"));
type = desc.getInteger(stringIDToTypeID("layerKind"));
id = desc.getInteger(stringIDToTypeID("layerID"));
if (type == 5 && vis) ids.push(id);
layers++;
}
return ids;
} // end of getLyrs()
function selectById(id) {
var desc = new ActionDescriptor();
var ref = new ActionReference();
ref.putIdentifier(charIDToTypeID('Lyr '), id);
desc.putReference(charIDToTypeID('null'), ref);
executeAction(charIDToTypeID('slct'), desc, DialogModes.NO);
} // end of selectById()
function relinkSO(path) {
var desc = new ActionDescriptor();
desc.putPath( charIDToTypeID('null'), new File( path ) );
executeAction( stringIDToTypeID('placedLayerRelinkToFile'), desc, DialogModes.NO );
} // end of relinkSO()
function embedLinked() {
executeAction( stringIDToTypeID('placedLayerConvertToEmbedded'), undefined, DialogModes.NO );
} // end of embedLinked()
}
app.activeDocument.suspendHistory("relink SOs", "main()");

Background Over-riding MousePressed() Ellipse in Draw Function

I've made a particle system in P5.js that explodes particles on mousepressed(). However, I'd also like expanding circles to output on mousepressed(). I was able to draw a circle on mousepressed(), however it seems to be under the background. I am having a brain fart on this. Why isn't the circle appearing along with the particles, above the black background? Thanks for help!
var lifeConstant = 50000;
var startVelMin = -10;
var startVelMax = 7;
var drag = -50;
var planetArray = [];
var planet;
var planet0;
var planet1;
var planet3;
//var planets = ['planet1.gif', 'planet2.gif', 'planet3.gif', 'planet4.gif']// for loop to loop through image files
//for (var i = 0; i < planets.length; i++) { //
function preload(){
//for (var i = 0; i < planetArray.length; i++) {
planet = loadImage('Assets/planet2.gif');
append(planetArray, planet);
planet3 = loadImage('Assets/planet3.gif');
append(planetArray, planet3);
planet0 = loadImage('Assets/planet4.gif');
append(planetArray, planet0);
planet1 = loadImage('Assets/planet1.gif');
append(planetArray, planet1);
}
//planetArray.add(planet);
function setup() {
createCanvas(windowWidth, windowHeight);
systems = [];
background(51);
}
function draw() {
background(0)
for (i = 0; i < systems.length; i++) {
systems[i].run();
systems[i].addParticle();
}
if (systems.length==0) {
fill(255);
textAlign(CENTER);
textSize(42);
text("Click mouse to create Big Bangs", width/2, height/2);
}
}
function mousePressed() {
this.p = new ParticleSystem(createVector(mouseX, mouseY));
systems.push(p);
fill(230,120, 0);
ellipse(mouseX, mouseY, 100, 100);
}
// A simple Particle class
var Particle = function(position) {
this.acceleration = createVector(0, .1);
this.velocity = createVector(random(startVelMin,startVelMax), random(startVelMin,startVelMax));
this.position = position.copy();
this.lifespan = lifeConstant;
};
Particle.prototype.run = function() {
this.update();
this.display();
};
// Method to update position
Particle.prototype.update = function(){
this.velocity.add(drag*this.acceleration);
this.position.add(this.velocity);
this.lifespan -= 150;
};
// Method to display
Particle.prototype.display = function () {
//fill(random(255), random(255), random(200));
//stroke(20, this.lifespan);
//strokeWeight(1);
//fill(random(255),this.lifespan);
//ellipse(this.position.x, this.position.y, 15, 15);
image(planetArray[floor(random(4))], this.position.x, this.position.y, 15, 15);
};
// Is the particle still useful?
Particle.prototype.isDead = function () {
if (this.lifespan < 0) {
return true;
} else {
return false;
}
};
var ParticleSystem = function (position) {
this.origin = position.copy();
this.particles = [];
};
ParticleSystem.prototype.addParticle = function () {
// Add either a Particle or CrazyParticle to the system
if (int(random(0, 2)) == 0) {
p = new Particle(this.origin);
}
else {
p = new
CrazyParticle(this.origin);
}
this.particles.push(p);
};
ParticleSystem.prototype.run = function () {
for (var i = this.particles.length - 1; i >= 0; i--) {
var p = this.particles[i];
p.run();
if (p.isDead()) {
this.particles.splice(i, 1);
}
}
};
// A subclass of Particle
function CrazyParticle(origin) {
// Call the parent constructor, making sure (using Function#call)
// that "this" is set correctly during the call
Particle.call(this, origin);
// Initialize our added properties
this.theta = 0.0;
};
// Create a Crazy.prototype object that inherits from Particle.prototype.
// Note: A common error here is to use "new Particle()" to create the
// Crazy.prototype. That's incorrect for several reasons, not least
// that we don't have anything to give Particle for the "origin"
// argument. The correct place to call Particle is above, where we call
// it from Crazy.
CrazyParticle.prototype = Object.create(Particle.prototype); // See note below
// Set the "constructor" property to refer to CrazyParticle
CrazyParticle.prototype.constructor = CrazyParticle;
// Notice we don't have the method run() here; it is inherited from Particle
// This update() method overrides the parent class update() method
CrazyParticle.prototype.update=function() {
Particle.prototype.update.call(this);
// Increment rotation based on horizontal velocity
this.theta += (this.velocity.x * this.velocity.mag()) / 10.0;
}
// This display() method overrides the parent class display() method
CrazyParticle.prototype.display=function() {
// Render the ellipse just like in a regular particle
// Particle.prototype.display.call(this);
}
The mousePressed() function is called whenever the mouse button is pressed down. The draw() function is called 60 times per second. So anything you draw in the mousePressed() function will almost immediately be drawn over with whatever you draw in the draw() function.
You need to have all of your drawing code called from your draw() function. You could do this by using a variable that keeps track of whether the mouse is pressed. Luckily, p5.js already has a variable that does exactly that: mouseIsPressed

JSFL - Adding a movieclip to a specific layer and frame

I am trying to replace an outdated movieclip with a newer one.
To do this I'm usin JSFL to locate the old movieclips, save a reference, then add the new version in its place.
I have looked at addItem addItemToDocument and they successfully add the clip, but I'm unsure of how to add it to the specific layer and frame that the old instance of the movieclip was on.
Halps
Replacing all instances of the old movieclip with instances of the new movieclip, could be an easier solution.
All instances of the old movieclip can be found by parsing the timelines of the flash document.
Here is some code:
var _doc = (fl.getDocumentDOM() ? fl.getDocumentDOM() : fl.createDocument());
var _lib = _doc.library;
fl.outputPanel.clear();
ReplaceItemWithItem('Game Layouts/card holder', 'Game Layouts/card holder new');
function ReplaceItemWithItem(oldmcname, newmcname)
{
var item1 = GetItem(oldmcname);
var item2 = GetItem(newmcname);
if (!item1) return false;
if (!item2) return false;
if (oldmcname == newmcname)
return true;
return ReplaceAllItems(item1, item2);
}
function ReplaceAllItems(item1, item2)
{
var timelines = _doc.timelines;
var i, l = timelines.length;
var items = _lib.items;
var changed = false;
// Main timelines
for (i = 0; i < l; i++)
{
var timeline = timelines[i];
changed |= ReplaceItems(timeline, item1, item2);
}
// Timelines in library items
for (i = 0, l = items.length; i < l; i++)
{
var item = items[i];
switch (item.itemType)
{
case "movie clip":
case "graphic":
case "button":
changed |= ReplaceItems(item.timeline, item1, item2);
break;
}
}
return changed;
}
function ReplaceItems(timeline, item1, item2)
{
var changed = false;
if (timeline && item1 && item2)
{
var layers = timeline.layers;
var lay, layl = layers.length;
for (lay = 0; lay < layl; lay++)
{
var layer = layers[lay];
var frames = layer.frames;
var fr, frl = frames.length;
for (fr = 0; fr < frl; fr++)
{
var frame = frames[fr];
if (frame && frame.startFrame == fr)
{
var elements = frame.elements;
var e, el = elements.length;
for (e = 0; e < el; e++)
{
var elem = elements[e];
if (elem && elem.elementType == "instance") // Elements can be empty
{
var item = elem.libraryItem;
if (item.name == item1.name)
{
elem.libraryItem = item2;
changed = true;
}
}
}
}
}
}
}
return changed;
}
function GetItem(itemname)
{
if (!_lib.selectItem(itemname))
{
alert("'" + name + "' does not exist in the library!");
return null;
}
return _lib.getSelectedItems()[0];
}
Hope this helps!