greensock timline does not work properly - gsap

My greensock timeline only executes the second timeline instruction. If I comment out the second one, the first tween works. What is wrong with the timing?
tl.to($img, .3, {rotation: 0, ease:Linear.easeNone}, 0)
.fromTo($img, .3, {rotation: 0, ease:Linear.easeNone}, {rotation: 10, yoyo:true, repeat:-1, ease:Linear.easeNone}, 0);

That last parameter on each of the timeline calls is called the position parameter. by setting that parameter to 0 on both method calls you are telling both animations tu run at the 0 seconds mark of the timeline. this effectively being the beginning. So you are telling both animations to execute at the same time so that is why you see only the second animation and when you delete that call you see the first.
So, if you want one animation to run immediately after another you should remove the position parameter altogether from the second fromTo call.
you can also define an offset meaning you can set the second animation to run slightly before the first ends or slightly after. you would do this by setting the position parameter to '-=0,5' which would start the second animation 0.5 before the first animation finishes or '+=0.5' which would start the animation .5 seconds after.

Related

Godot - Input.is_action_just_pressed() runs twice

So I have my Q and E set to control a Camera that is fixed in 8 directions. The problem is when I call Input.is_action_just_pressed() it sets true two times, so it does its content twice.
This is what it does with the counter:
0 0 0 0 1 1 2 2 2 2
How can I fix thix?
if Input.is_action_just_pressed("camera_right", true):
if cardinal_count < cardinal_index.size() - 1:
cardinal_count += 1
else:
cardinal_count = 0
emit_signal("cardinal_count_changed", cardinal_count)
On _process or _physics_process
Your code should work correctly - without reporting twice - if it is running in _process or _physics_process.
This is because is_action_just_pressed will return if the action was pressed in the current frame. By default that means graphics frame, but the method actually detect if it is being called in the physics frame or graphic frame, as you can see in its source code. And by design you only get one call of _process per graphics frame, and one call of _physics_process per physics frame.
On _input
However, if you are running the code in _input, remember you will get a call of _input for every input event. And there can be multiple in a single frame. Thus, there can be multiple calls of _input where is_action_just_pressed. That is because they are in the same frame (graphics frame, which is the default).
Now, let us look at the proposed solution (from comments):
if event is InputEventKey:
if Input.is_action_just_pressed("camera_right", true) and not event.is_echo():
# whatever
pass
It is testing if the "camera_right" action was pressed in the current graphics frame. But it could be a different input event that one being currently processed (event).
Thus, you can fool this code. Press the key configured to "camera_right" and something else at the same time (or fast enough to be in the same frame), and the execution will enter there twice. Which is what we are trying to avoid.
To avoid it correctly, you need to check that the current event is the action you are interested in. Which you can do with event.is_action("camera_right"). Now, you have a choice. You can do this:
if event.is_action("camera_right") and event.is_pressed() and not event.is_echo():
# whatever
pass
Which is what I would suggest. It checks that it is the correct action, that it is a press (not a release) event, and it is not an echo (which are form keyboard repetition).
Or you could do this:
if event.is_action("camera_right") and Input.is_action_just_pressed("camera_right", true) and not event.is_echo():
# whatever
pass
Which I'm not suggesting because: first, it is longer; and second, is_action_just_pressed is really not meant to be used in _input. Since is_action_just_pressed is tied to the concept of a frame. The design of is_action_just_pressed is intended to work with _process or _physics_process, NOT _input.
So, apparently theres a built in method for echo detection:
is_echo()
Im closing this.
I've encountered the same issue and in my case it was down to the fact that my scene (the one containing the Input.is_action_just_pressed check) was placed in the scene tree, and was also autoloaded, which meant that the input was picked up from both locations and executed twice.
I took it out as an autoload and Input.is_action_just_pressed is now triggered once per input.

Changing deltaTime of libgdx games

I want to pause my libgdx game which has box2d word. To pause game I decided manupilate the deltaTime.
I thought that if i assingn deltaTime to zero all rendering codes can wait until press resume button. However deltaTime is not var it is val. So because of deltaTime is val, I am not able to reassign the value of deltaTime. Changing the deltaTime is forbidden. Is there any way to change the deltaTime.
deltaTime is the measurement of the elapsed time since the last render, not a parameter.
You can stop (and start) rendering with
Gdx.graphics.setContinuousRendering(false);
(This is usually used for when you want to determine how often to render with Gdx.graphics.requestRender() )
Note that this will stop all rendering so maybe instead just pause stepping the world in your call.
if (!isPaused) {
box2DWorld.step(TIME_STEP_IN_SECONDS,
VELOCITY_ITERATIONS,
POSITION_ITERATIONS);
}

Sprite in Game Maker doesn't act the way I want it to

I'm currently working on animating my player so that he behaves like he's breathing.
if(time mod 60==0){
if(image_index==0){
image_index=1;
}
else{
image_index=0;
}
}
time++;
The whole thing is put in the step event and sprite is changing every single step and it even changes to an index 2 and 3, which I haven't even used in the code.
So if anyone has some ideas why does it work like this then please tell me.
It is because the sprite you use has multiple sub-images. GameMaker will naturally iterate the image index every frame.
So first, you need to stop the animation from running with
image_speed = 0;
You have to run this line when the sprite has just been changed, so ideally just after the "sprite_index" variable is changed. If you don't change it, just set image_speed to zero in the creation code.
If you are curious, I found the answer here : How to freeze sprite animation on last frame?

Sleep blocks whole program (Smalltalk Squeak)

I'm making a N*N queens problem with gui.
I want the gui to stop for x seconds each move of every queen, problem is, the program just stacks all the waits together and then runs everything at speed.
I'm giving the code here: http://pastebin.com/s2VT0E49
EDIT:
This is my workspace:
board := MyBoard new initializeWithStart: 8.
Transcript show:'something'.
3 seconds asDelay wait.
board solve.
3 seconds asDelay wait.
board closeBoard.
This is where i want the wait to happen
canAttack: testRow x: testColumn
| columnDifference squareMark |
columnDifference := testColumn - column.
((row = testRow
or: [row + columnDifference = testRow])
or: [row - columnDifference = testRow]) ifTrue: [
squareDraw := squareDraw
color: Color red.
0.2 seconds asDelay wait.
^ true ].
squareDraw := squareDraw color: Color black.
^ neighbor canAttack: testRow x: testColumn
Since you're using Morphic you should use stepping for animation, not processes or delays. In your Morph implement a step method. This will be executed automatically and repeatedly. Also implement stepTime to answer the interval in milliseconds, e.g. 4000 for every 4 seconds.
Inside the step method, calculate your new state. If each queen is modeled as a separate Morph and you just move the positions, then Morphic will take care of updating the screen. If you have your own drawOn: method then call self changed in your step method so that Morphic will later invoke your drawing code.
See this tutorial: http://static.squeak.org/tutorials/morphic-tutorial-1.html
The process you're suspending is the one your program is running in. This process also happens to be the UI process. So when you suspend your program you also suspend the UI and therefore the UI elements never get a chance to update themselves. Try running your program in a separate process:
[ MyProgram run ] forkAt: Processor userBackgroundPriority.
Note that the UI process usually runs at priority 40. #userBackgroundPriority is 30. This makes sure that you can't lock up the UI.
To make your workspace code work insert this before the delay:
World doOneCycle.
This will cause the Morphic world to be redisplayed.
Note that this is quick-and-very-dirty hack and not the proper way to do it (see my other answer). Delays block the whole UI process, whereas the whole point of Morphic is that you can do many things simultaneously while your code is executing.

Cancelling a setInterval delay while it is running in AS2

Is this possible?
I have a file in which a movie clip is launched when the user roles over another element. To make the user experience more pleasant this happens after a 3 second delay using setInterval. Is there a way of stopping and resetting this time if the user rolls off the element before the 3 seconds is up?
var xTimer = setInterval(wait, 3000);
function wait(){
show('all');
play('all');
clearInterval(xTimer);
}
Above is the code I have used to set the delay, and below is the code I had assumed would interrupt and reset the timer.
invisBtn.onRollOut = function(){
rollover_mc.gotoAndStop(1);
stop();
clearInterval(xTimer());
trace('off');
}
Any help on this would be massively appreciated.
First, the setInterval & clearInterval functions use a Number variable to work.
setInterval() returns a Number variable, and clearInterval() takes that Number in parameter to remove the previous started interval. Here you seem to keep the interval ID inside a function variable instead of a Number one.
Thus, clearInterval(xTimer()); should in reality be clearInterval(xTimer); (without the parenthesis after xTimer).
And secondly, so you can use it in the invisBtn.onRollOut function, just be sure that the xTimer variable is scoped correctly (not inside a function where the invisBtn.onRollOut isn't also), and not on different keyframes of the timeline (timeline keyframes in Flash tends to forget the code you've written on it as soon as the reading head passes onto a new keyframe of the layer which has the code on it).
Feel free to ask more details if you need !