The "loopCount" variable is not functioning in the below code.
stop();
this.gotoAndPlay(2);
if (!loopCount) {
var loopCount:Number = 0;
}
loopCount++;
if (loopCount < 2) {
_global["setTimeout"](this, "gotoAndPlay", 4000, 4);
this.stop();
}else{
this.gotoAndPlay(122);
var loopCount:Number = 0;
}
Kindly suggest.
In what way is loopCount not functioning? What values do you expect it to have and how does it differ when you debug your code?
If you're going to a new keyframe with your calls to gotoAndPlay() then Flash will reinitialise your variables on that new keyframe.
Why are you setting a timeout in this section of code?:
_global["setTimeout"](this, "gotoAndPlay", 4000, 4);
Related
So i got this problem when one - two+ players are online the countdown timer goes in minus like this 4,3,2,1,0 -1,-2,-3 etc.
Does anyone know how i can fix this, been struggling with it for quite a long time now :P
Here is my countdown class:
#Override
public void run() {
if (timeUntilStart == 0) {
if (!Game.canStart()) {
if(Bukkit.getOnlinePlayers().size() <= 2) {
plugin.restartCountdown();
ChatUtilities.broadcast(ChatColor.RED + "Not enough players to start. Countdown will");
ChatUtilities.broadcast(ChatColor.RED + "restart.");
for (Player p : Bukkit.getOnlinePlayers()) p.playSound(p.getLocation(), Sound.ENDERDRAGON_WINGS, 5, 1);
return;
}else{
if(Game.canStart()) {
if(Bukkit.getOnlinePlayers().size() >= 2) {
Game.start();
}
}
}
}
}
boolean broadcast = false;
for (Player p : Bukkit.getOnlinePlayers()) {
p.setLevel(timeUntilStart);
if (timeUntilStart < 11 || timeUntilStart == 120 ||timeUntilStart == 60 || timeUntilStart == 30) {
p.playSound(p.getLocation(), Sound.ORB_PICKUP, 5, 0);
if (timeUntilStart == 1) p.playSound(p.getLocation(), Sound.ORB_PICKUP, 5, 1);
broadcast = true;
}
}
if (broadcast) ChatUtilities.broadcast(String.valueOf(timeUntilStart) + " §6Seconds until the game starts!");{
}
{
timeUntilStart -= 1;
}
}
}
The only case in which your method returns and timeUtilStart is not decremented is
timeUntilStart == 0 && !Game.canStart() && Bukkit.getOnlinePlayers().size() <= 2
As defined by the first three if blocks in your code.
This explains why your countdown does not stop when you have 3 or more players around.
I believe this mistake happened because of messy {} blocks and indentation. Take a step back and closely read the code you wrote again and fix brackets as well as indentation.
Good formatting is not a pointless chore, it's an essential tool to help yourself understand what you already wrote.
Have you tried using the bukkit scheduler? People tend to forget that bukkit's API can handle countdowns very well. Just call the scheduler with this
myInteger = Bukkit's.getScheduler.scheduleSyncRepeatingTask(plugin, new runnable(), 0L, 20L)
Put your JavaPlugin extension class in as plugin, use runnable adding unimplemented methods, 0L is ticks before first run, 20L is ticks between each run.
Cancel the countdown like this
Bukkit's.getScheduler.cancelTask(myInteger)
Sorry for asking a really basic question, but it's probably the first time for a number of years I feel really confused.
Windows provides two set of controls: Windows.UI.Xaml namespace (I thinks this is referred as Metro), used for Windows Store Apps, and System.Windows (WPF) for Desktop.
Since I am going to develop Windows Store Apps mainly for Windows 8.1 and Windows 10 phones, I will have to stick to Windows.UI.Xaml, and this has not only a separate set of UI elements, but also separate set of bitmaps, brushes, etc. (Windows.UI.Xaml.Media vs System.Windows.Media).
I found that Windows.UI.Xaml provides a very limited support for graphics, much less than provided by WPF, Android or (even!) iOS platform. To start with, I got stuck with a simple task: tiling a background!
Since Windows.UI.Xaml.Media.ImageBrush do not support tiling, I wanted to to do that "manually". Some sites suggest making numerous number of children, each holding a tile. Honestly, it looks as a rather awkward approach to me, so I decided to do it in what appears a more natural way: create an off-screen tiled image, assign it to a brush and assign the brush as the background for a panel.
The tiling code is rather straightforward (it probably has mistakes, possibly won't even not run on a phone, because of some unavailable classes used).
int panelWidth = (int) contentPanel.Width;
int panelHeight = (int) contentPanel.Height;
Bitmap bmpOffscreen = new Bitmap(panelWidth, panelHeight);
Graphics gOffscreen = Graphics.FromImage(bmpOffscreen);
string bmpPath = Path.Combine(Windows.ApplicationModel.Package.Current.InstalledLocation.Path, "Assets/just_a_tile.png");
System.Drawing.Image tile = System.Drawing.Image.FromFile(bmpPath, true);
int tileWidth = tile.Width;
int tileHeight = tile.Height;
for (int y = 0; y < panelHeight; y += tileHeight)
for (int x = 0; x < panelWidth; x += tileWidth)
gOffscreen.DrawImage(tile, x, y);
Now I presumably have the tiled image in bmpOffscreen. But how assign it to a brush? To do that I need to convert Bitmap to BitmapSource, while I couldn't find something similar to System.Windows.Imaging.CreateBitmapSourceFromHBitmap available for WPF structure!
Well, first of all System.Drawing namespace is not available in Windows Universal Platform, so you won't be able to use Bitmap class
But, all hope is not lost - you can use
Windows.UI.Xaml.Media.Imaging.WriteableBitmap
If you look at example included on this page, you will see that at one point image data is extracted to a byte array - all you need to do is copy it according to your needs
Please let me know if you want me to include a complete code sample.
Edit:
StorageFile file = await StorageFile.GetFileFromPathAsync(filePath);
Scenario4WriteableBitmap = new WriteableBitmap(2000, 2000);
// Ensure a file was selected
if (file != null)
{
using (IRandomAccessStream fileStream = await file.OpenAsync(Windows.Storage.FileAccessMode.Read))
{
int columns = 4;
int rows = 4;
BitmapDecoder decoder = await BitmapDecoder.CreateAsync(fileStream);
// Scale image to appropriate size
BitmapTransform transform = new BitmapTransform()
{
ScaledHeight = Convert.ToUInt32(Scenario4ImageContainer.Height),
ScaledWidth = Convert.ToUInt32(Scenario4ImageContainer.Width)
};
PixelDataProvider pixelData = await decoder.GetPixelDataAsync(
BitmapPixelFormat.Bgra8, // WriteableBitmap uses BGRA format
BitmapAlphaMode.Straight,
transform,
ExifOrientationMode.IgnoreExifOrientation, // This sample ignores Exif orientation
ColorManagementMode.DoNotColorManage);
// An array containing the decoded image data, which could be modified before being displayed
byte[] sourcePixels = pixelData.DetachPixelData();
// Open a stream to copy the image contents to the WriteableBitmap's pixel buffer
using (Stream stream = Scenario4WriteableBitmap.PixelBuffer.AsStream())
{
for (int i = 0; i < columns * rows; i++)
{
await stream.WriteAsync(sourcePixels, 0, sourcePixels.Length);
}
}
}
// Redraw the WriteableBitmap
Scenario4WriteableBitmap.Invalidate();
Scenario4Image.Source = Scenario4WriteableBitmap;
Scenario4Image.Stretch = Stretch.None;
}
Thank you, Arkadiusz. Since Australian time goes slightly ahead of Europe,
I had an advantage and seen the code before you posted it. I downloaded
MSDN XAML images sample and it helped me a lot. I gave a +1 to you but someone apparently put -1, so it compensated each other. Don't be upset I get -1 so often, that I stopped paying attention on that :)
So I've managed to do tiling with Windows Universal Platform! On my Lumia 532 phone it works magnifique. I felt like re-inventing a wheel, because all this stuff must be handled by SDK, not by a third-party developer.
public static async Task<bool> setupTiledBackground(Panel panel, string tilePath)
{
Brush backgroundBrush = await createTiledBackground((int)panel.Width, (int)panel.Height, TilePath);
if (backgroundBrush == null) return false;
panel.Background = backgroundBrush;
return true;
}
private static async Task<Brush> createTiledBackground(int width, int height, string tilePath)
{
StorageFile file = await StorageFile.GetFileFromApplicationUriAsync(new Uri("ms-appx:///" + tilePath));
byte[] sourcePixels;
int tileWidth, tileHeight;
using (IRandomAccessStream inputStream = await file.OpenAsync(Windows.Storage.FileAccessMode.Read))
{
if (inputStream == null) return null;
BitmapDecoder tileDecoder = await BitmapDecoder.CreateAsync(inputStream);
if (tileDecoder == null) return null;
tileWidth = (int)tileDecoder.PixelWidth;
tileHeight = (int) tileDecoder.PixelHeight;
PixelDataProvider pixelData = await tileDecoder.GetPixelDataAsync(
BitmapPixelFormat.Bgra8, // WriteableBitmap uses BGRA format
BitmapAlphaMode.Straight,
new BitmapTransform(),
ExifOrientationMode.IgnoreExifOrientation,
ColorManagementMode.DoNotColorManage);
sourcePixels = pixelData.DetachPixelData();
// fileStream.Dispose();
}
WriteableBitmap backgroundBitmap = new WriteableBitmap(width, height);
int tileBmpWidth = tileWidth << 2;
int screenBmpWidth = width << 2;
int tileSize = tileBmpWidth * tileHeight;
int sourceOffset = 0;
using (Stream outputStream = backgroundBitmap.PixelBuffer.AsStream())
{
for (int bmpY=0; bmpY < height; bmpY++) {
for (int bmpX = 0; bmpX < screenBmpWidth; bmpX += tileBmpWidth)
await outputStream.WriteAsync(sourcePixels, sourceOffset, Math.Min(screenBmpWidth - bmpX, tileBmpWidth));
if ((sourceOffset += tileBmpWidth) >= tileSize)
sourceOffset -= tileSize;
}
}
ImageBrush backgroundBrush = new ImageBrush();
backgroundBrush.ImageSource = backgroundBitmap; // It's very easy now!
return backgroundBrush; // Finita la comédia!
}
Just one remark: if you do it on form start, you should not wait for it.
This doesn't work:
public MainPage()
{
this.InitializeComponent();
bool result = setupTiledBackground(contextPanel, TilePath).Result;
}
This works:
private Task<bool> backgroundImageTask;
public MainPage()
{
this.InitializeComponent();
backgroundImageTask = setupTiledBackground(contextPanel, TilePath);
}
I'm new to processing and trying to make a very simple program where i have an arduino that produces a seriel input (according to an analogue read value). The idea is a Processing window will open with a block color shown for 30 seconds. In this time all the readings from the arduino will be summed and averaged - creating an average for that color.
After 30 seconds the colour will change and a new average (for the next color) will start being calculated. This is the code i have started to write (for now focusing on just one 30 second period of green).
I realise there are likely problems with the reading/summing and averaging (i havent researched these yet so i'll put that to one side) - but my main question is why isn't the background green? When i run this program i expect the background to be green for 30 seconds - where as what happens is it is white for 30 seconds then changes to green. Can't figure out why! Thanks for any help!
import processing.serial.*;
Serial myPort;
float gsrAverage;
float greenAverage;
int gsrValue;
int greenTotal = 0;
int greenCount = 1;
int timeSinceStart = 0;
int timeAtStart;
int count=0;
color green = color(118,236,0);
void setup () {
size(900, 450);
// List all the available serial ports
//println(Serial.list());
myPort = new Serial(this, Serial.list()[0], 9600);
}
void draw () {
while (timeSinceStart < 30000) {
background(green);
greenTotal = greenTotal + gsrValue;
greenCount = greenCount + 1;
delay(500);
timeSinceStart = millis()-timeAtStart;
//println(timeSinceStart); for de bugging
}
greenAverage = greenTotal/greenCount;
//println(greenAverage); for de bugging
}
void serialEvent (Serial myPort) {
int inByte=myPort.read();
//0-255
gsrValue=inByte;
}
What I like to do for timers, is use IF statements and use millis() or a constantly updated variable 'm' right inside the condition:
int timeSinceStart;
int m;
void setup(){
timeSinceStart = millis(); // initialize here so it only happens once
}
void draw(){
m = millis(); // constantly update the variable
if(timeSinceStart + 30000 < m){
greenAverage = greenTotal/greenCount; // or whatever is outside while loop
timeSinceStart = millis();
}
//Anything that went inside the while loop can go here, or above the IF
}
This makes it so around every 30 seconds, the background will change once, and you just re-update the timeSinceStart variable in there too. This way, it will only update when you want it to update and not constantly update and break the code.
I tend not to use while loops in processing as they usually cause headaches. Hope my example helps.
May have found a way round this using an IF statement. I perhaps looked over the fact the draw function is itself a loop, so i was able to use a variation of
if (timeSinceStart < 5000) {
background(green);
}
within draw.
When dealing with timed events in Processing you should not use while loops inside the draw() function. The draw() function itself is a while loop which updates the "screen" each frame.
So, what you should do is create a timer and let it do a switch for you inside the draw() function. In your case, if you want to start with a green screen, you do that in the setup() function, and then create a method for altering according to a timer in your draw() function.
This is a suggestion on how you could solve your particular problem. Just change the cycle variable according to your need. In your case it would be 30000.
boolean isGreen = true;
int startTime = 0;
int lastTime = 0;
int cycle = 1000; //the cycle you need
void setup() {
size(200, 200);
background(0, 255, 0); //green
}
void draw() {
startTime = millis();
if (startTime > lastTime + cycle) {
if (isGreen) {
background(255); //white
isGreen = !isGreen;
} else {
background(0, 255, 0); //green
isGreen = !isGreen;
}
lastTime = millis();
}
}
I a writing a program using RobotC for the Lego NXT to imitate the behaviour of a puppy. This section of code is supposed to rotate the head which is connected to motor port 3 and read the value on the ultra sonic sensor. If while the head is turned, the dog is called, it will turn in the direction it was already facing. The following function is called when the ultrasonic sensor reads a value (meaning the robot has come close to a wall):
visible
void SonarSensor()
{
int sensorValleft;
int sensorValright;
bool alreadyTurned = false;
int i,j;
i = 0;
j = 0;
motor[1] = 0;
motor[2] = 0;
motor[3] = -SPEED/2;
wait10Msec(15);
motor[3] = 0;
sensorValleft = SensorValue[3];
while(i<100)
{
if(SensorValue[4] > 40)//calibrate sound sensor
{
//turn left
motor[1]=SPEED;
motor[2] = -SPEED;
wait10Msec(25);
i = 1000;
j = 1000;
alreadyTurned = true;
}
else
{
i++;
wait1Msec(5);
}
}
motor[3] = SPEED/2;
wait10Msec(30);
motor[3] = 0;
sensorValright = SensorValue[3];
while(j<100)
{
if(SensorValue[3] > 1)//calibrate sound sensor
{
//turn right
motor[1]-=SPEED;
motor[2] = SPEED;
wait10Msec(25);
j = 1000;
alreadyTurned = true;
}
else
{
j++;
wait1Msec(5);
}
}
if(alreadyTurned == false)
{
if(sensorValleft > sensorValright)
{
//turn left
motor[1]=SPEED;
motor[2] = -SPEED;
wait10Msec(25);
}
else
{
//turn right
motor[1]=-SPEED;
motor[2] = SPEED;
wait10Msec(25);
}
}
}visible
When the head (motor[3]) rotates the first time the error 0002EA Type2 appears on the NXT screen. At first we thought it was because we were over-rotating the motor causing it to be obstructed so we tried to play around with the wait times but it made no difference.
Any ideas on what causes this error or how to fix it would be appreciated.
Thanks,
Dominique
The answer as to why only motor[3] causes an error is actually quite simple. The motorA, motorB, and motorC values are defined in an enum, where motorA=0, motorB=1, and motorC=2. So, motor[1] and motor[2] are equivalent to calling motor[motorB] and motor[motorC]. However, motor[3] isn't equivalent to anything. It's trying to set the power of a motor that doesn't exist. motor[0] would be ok, however, and would correspond to motor[motorA].
While debugging, I started putting break points in to see where the error was and it alwas occurred on the line motor[3] = -SPEED/2; it turns out that with the third motor the proper syntax is to use motor[motorA]=-SPEED/2;. I am not sure why only this motor returns this error as I am using two other motors which I set new speeds using
motor[1]=SPEED;
motor[2]=SPEED;
However, this was the way to abolish the error.
I am totally new at this whole programming thing, and I really need help. So basically, I'm trying to make a healthbar that will increase or decrease depending on what button is clicked. I made a healthbar movieclip with 101 frames (I included zero) and put this in the actionscript layer of the movieclip:
var health:Number = 0;
if(health == 0)
{
gotoAndStop("1")
}
if(health == 1)
{
gotoAndStop("2")
}
if(health == 2)
{
gotoAndStop("3")
}
and on and on like so. Basically, on the stage itself, I have a button called fortyfiveup_btn that is commanded to do this:
var health:Number = 0;
fortyfiveup_btn.addEventListener(MouseEvent.CLICK, fortyfiveupClick);
function fortyfiveupClick(event:MouseEvent):void{
health = health+45
}
I quickly realized that both health variables, the one for the button and the one for the healthbar will not interact. How can I make it so if the button is clicked, the health goes to the relevant frame or percentage?
Thanks for any answers, and I appreciate all the help I can get :)
If the answer == yes to my comment you should do this:
You need to give the movieclip an instancename (perhaps lifebar) and from stage you can access the health inside the "lifebar" with lifebar.health.
So you need this inside your stage:
//You can delete the var health:Number = 0;
fortyfiveup_btn.addEventListener(MouseEvent.CLICK, fortyfiveupClick);
function fortyfiveupClick(event:MouseEvent):void{
//You can write this, too: lifebar.health += 45;
lifebar.health = lifebar.health+45;
}
You can even optimize your lifebar script, don't use 101 times the if(health == x) you can use this, too:
gotoAndStop(health + 1);
(I think this is inside an ENTER_FRAME event?)
EDIT:
Some error countermeasures:
//Don't let health decrease below 0
if(health < 0) health = 0;
//And don't above 100
else if(health > 100) health = 100;
gotoAndStop(health + 1);
Use int instead of Number when you don't use decimal numbers and uint when you don't use negative integers (this bugs when the number can drop under 0, so for your health we take int):
health:int = 0;