We are making a Player ride a Pig in a minigame, and setting the velocity of that pig to make the player move. However, when a player is riding a pig, the PlayerMoveEvent is no longer triggered so we can not detect the movement of the player. This I'm sure worked back in 1.8.
Question is, what event will be fired in 1.12 or is there a way we can modify what we're doing to make this work?
You are actually uniquely poised to solve this using a timer and yaw. If you constantly update the pig's location in micromovements in the direction of the player's yaw you will have your desired effect. This is actually made easier through Bukkit library's vector system. If you use #getLocation().getDirection() on a Player object you will be returned a vector that will easily be transferable into pig velocity.
Related
I am trying to make a basic rhythm game in Godot, but with unique controls. A few years ago, I played a cool game called Fast Like a Fox. The controls were unique, because you tapped on the back of your device to move your character to move, not on the screen. I thought the controls were cool, and I want to try to replicate them in a simple one-button rhythm game for mobile. Does anyone know if it would be possible for Godot to take that kind of input, either in a built-in function or something else?
They read the accelerometer (and maybe other sensors), which Godot supports through accelerometer, gravity and gyroscope. Accelerometers are accurate enough to read passwords as they're being typed so you can even get a rough estimate on where the user is tapping, which is used in Fast Like a Fox use case where internally they poll the sensor and raise an event when particular changes happen in one or multiple axes. In your case, it might be enough to just treat any sudden changes as an event if you simply care about the user tapping anything.
Try writing an app that will display the delta of each axis measurement then tap your phone around, you'll figure it out. Remember to test on various conditions (device being held upside down while laying on a bed, sitting on a chair, laying on one's side, etc) since different axes will register the changes.
I'm using Adobe Animate HTML5 to create a board game to run on Smart TV (low-performance machine).
All my previous games were done using AS3.
I quickly found there is no way to create a Sprite anymore (A movie clips with only 1 frame).
After creating my board game (no code yet just elements) which is basically movie clips inside other movie clips. All single frame.
I checked the FPS on LG TV and so it is done from 60 to 20. On a static image.
After research, I found that is the advance method in MovieClip class there is a constant check to update the frame.
I added a change to check if the MovieClip class total frame is equal to 1 to change it the mode of the MovieClip to a single frame. This increases performance back to 60 FPS.
Who do I go to, to check and maybe fix/"add a feature" to the code of createjs
Thanks
code issues or suggestions can be logged here https://github.com/CreateJS/EaselJS/issues for CreateJS. All the best.
inside html-code in script part there is a line
createjs.Ticker.addEventListener("tick", stage);
Remove it and call the update manually when you need it (when something has changed)
stage.update();
I may be making this harder than what it really is, but I am also pretty new to developing games. Currently I am making a practice scene to get back used to the unity engine as I have not had time to use it since last summer. My issue is that I can not figure out how to lift the camera in game mode. Notice my photo below, and how much of the "underground" is showing. I want to raise the camera to keep it at the very least a specific y axis value, so that I can make less of the ground visible, and more of the background visible. If I am over complicating this, please also let me know. Thank you
If main camera is still then just lift the camera in scene view you can see changes in game view.
Or if camera moves with respect to player then you have to use a script and attach it to camera and get a reference of player transform in the script and according to the player position change position of the camera. Add an offset value in y component of the camera.
Good day,
I would like to take this opportunity to give my many thanks to the people of stackoverflow.com.
I have been new to coding, .net, over the past year, and I have always found stakoverflow to be a fantastic base of knowledge for learning. I spent the last couple weeks working, in depth, on a speech recognition project I am going to use with the upcoming release of Media Browser 3. Originally, the idea was to build a recognizer and have it control media. However as I moved through the different namespaces for speech recognition, it lead me into the realm of the Microsoft Kinect sensor. The more I use the kinect device, the more I would like to use some of the skeleton tracking it has to offer. Which leads me to my question.
I am not interested in build a WPF application that displays a window of what the kinect is seeing. This is part of a Form application, in which I would like to support only two of three gestures.
The idea is for it to watch for three gestures and simulate a key press on the keyboard.
So first I enable skeletonframe before the the audio for the recognizer, because I had read on here somewhere that enabling the skeleton after the audio canceled the audio for some reason.
Then I add some event handlers to my form.
I added skeletonFrameReady event.
I suppose my main questions would be, am I on the right track with skeleton tracking? Is it possible to do this from a form application without trying to draw th skeleton?
Thank you again,
I hope I made sense, sorry for my ignorance.
Ben
It is possible of course. For gesture recognition you can make a comparison between the positions of the joints (In the method that skeletonFrameReady event calls, which is called several times per second).
If you want to recognize complex gestures (like waving a hand), I suggest you take a look at this page http://blogs.msdn.com/b/mcsuksoldev/archive/2011/08/08/writing-a-gesture-service-with-the-kinect-for-windows-sdk.aspx and download the sample code there. (which is hidden in the last paragraph :)
Main idea is checking for predefined gesture segments with the correct order (If the segment1 is successful, look at segment2. If segment2 is paused, look at segment2 again until it is either successful or failed).
Hope this helps.
I have some issues about my model. Is is an easy model buy I can not make It work well...
I upload my project here: http://webgl.drapps.info
I have a car model with some pieces that change material when mouse is over them. I use threex.domevent.js library with "on" function. My model is loaded by json files.
Issue 1
when mouse is out of canvas, threejs detects that mouse is over a piece of my model, but this is not true, and that piece change its material (triggering mouseOver event).
Furthermore, I tried to get better mouseover event because even when mouse is really over a piece, that event doesn't trigger.
Issue 2
This is about TrackballControls. Is there any way to control rotation of my world? I mean: rotation only in one axis, rotation only for 180 degrees, etc... Is there any tutorial or article to learn how to rotate and translate camera?
Thanks for everything, I will so please to anybody who wants answer this... because I am a little lost
Thanks
Sorry, but you are out of luck.
Question 1. Yikes! You are using threex.js which is a third-party app that hasn't been updated in almost a year, so I can't help you with that.
You are also using an older version of three.js. Please update to the current version.
If you still have problems, post a new question with a simple demo -- not your entire project. Better yet, Google your question first.
Question 2. TrackballControls is not part of the library -- it is part of the examples -- so it is not officially supported. If you are not happy with it, you will have to hack the code yourself.
This question has come up a lot. Google it. To the best of my knowledge, there is not a good solution.
Personally, I would use OrbitControls in your case -- it keeps the scene right-side-up, and you can constrain the maximum polar angle, keeping the camera "above ground".
The best examples/tutorials are the official three.js examples, which will work with the current version of the library.
I can't help with issue 1.
Issue2:
I am also working on a project to visualize vehicles and needed to be able to rotate. I also tried Trackballcontrolls but it did not suit my needs.
What I ended up doing was creating a a master Object3d and then instead of adding objects/models to the scene, I added them to the master Object3d. That way to rotate everything in the scene, I just had to rotate the master object.
To actually do the rotation I just used the code from one of the cube examples.