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yea will install all those updates later this week, ted21 craches many times, mostly when:
– the running program hangs -> debug window starts -> close running program -> re-run program -> ted21 crash– file new -> copy past class text source -> save file -> place cursor at the top and place some returns and write some new code above in the top -> ted21 crash
I use this vector script in monkey1, need/going to translate it to mx2.
http://www.monkey-x.com/Community/posts.php?topic=568
But i will try to use the vec2f class and extend it with thing (i guess)
@peterigz
Yes that’s it, but have to re-check why monkey1 is doing it oke something like this.
ThanksThanks for sharing, I found the image overload in the modules section now.
+1
Found the solution after trying
Monkey1234For Local data:=Eachin obj["data"].ToObject()Local obj2:= data.Value.ToObject()If data.Key = "player"I’m having trouble with translating monkey1 code
Monkey12345For Local it:map.Node<String, JsonValue> = Eachin JsonObject( jso.Get("data") ).GetData()Local oclass:JsonObject = JsonObject( it.Value )If it.Key="player" ThenBut how to translate this to monkey2 ?
Monkey123' For Local data:Map.Node<String, JsonValue> = Eachin obj["data"].ToObject()' For Local data:Map.Node<String, JsonValue> = Eachin obj["data"].ToObject().DataIf data.Key = "player"I know that this is working but I need both, the json KEY and Value
Monkey123For Local data:=Eachin obj["data"].ToObject()If data.Key = "player"' but now I don't have the valueThe json file is something like this
{
“w”:2048,
“h”:768,
“p”:200,
“data”:{
“world”:{
“atlas”:”atlas-world1.json”,
“data”:”data-world1.json”
},
“player”:{
“atlas”:”atlas-player.json”,
“data”:”data-player.json”,
“initFrameKey”:”looprechts”,
“initX”:300,
“initY”:712
}
}
}August 6, 2016 at 11:28 am in reply to: #Import "assets/something" why import lines for this ? #2826Oke.
I din’t know about the zipfile construction, I will use the asset:: thing.
#Import “assets/*” would be cool and easy.
My json loader will load all the assets (something like atlas)I had this situation because
a.monkey2
#Import “src/JSONLoader”
Field json:JSONLoader = New JSONLoader()
json.loadScene(“assets/scene1.json”)b.monkey2
Method loadScene(_inpJSONFile:String)
Local obj:=JsonObject.Load( _inpJSONFile ) ‘ but that don’t not work nowThis is working
a.monkey2
#Import “src/JSONLoader”
#Import “assets/scene1.json”
Field json:JSONLoader = New JSONLoader()
json.loadScene(“assets::scene1.json”)b.monkey2
Method loadScene(_inpJSONFile:String)
Local obj:=JsonObject.Load( _inpJSONFile )feature request [project directory refresh function]
When I create a new file or folder, then I have to close ted and restart it.
that way is at the moment (osx) the only way to make the new file/folder visible.after working with ted21 (some hours) I had several random crashes but don’t have any error (log)
but its not a real problem because its fast to start it again.I don’t care very much, but doctorwhoof is someone that want’s it.
https://github.com/blitz-research/monkey2/issues/40Maybe in the future you can tackle all those personal things inside one json file, and let the user define them.
For example if people create a project and add a ted2.json file and ted2 use that file.
thanks its working.
going to work with it right now.
In many other programs CMD+B is for building I don’t know if that new shortcut is a wise choice.
I hope that that page option is optional, now there is complete freedom.
@mark
if i had to make a gui system, then maybe i would use the same like microsoft wpf
https://msdn.microsoft.com/en-us/library/mt149842.aspx
It is using a simple xml system.
Or Just a toggle button in the menu or topbar like you did with the Color View.
Is it with the dotted lines on/off option ?
Looking great !
And the osx shortcuts do work
The only thing I hope for is to turn of the dotted returns and other dotted lines.
Because for my eyes its a little to much.And maybe the icons 50% smaller and less blurry.
Great Work !
I included a screenshot how I see the window, maybe you want to know that.On the long term auto intel. would be super cool, to see what all the options a object can have.
After that maybe you can include the help about that object option.Attachments:
That fixed rate logic seems a good way, but I want to be sure before I’m going to start working with a new test project.
I also use spacechimps as a start, and deleted the timer and other stuff
Monkey12345678910111213141516171819202122232425262728293031323334353637383940#Import "<std>"#Import "<mojo>"Using std..Using mojo..Class MyWindow Extends WindowMethod New( title:String,width:Int,height:Int )Super.New( title,width,height,WindowFlags.Center)SwapInterval=1End MethodMethod OnUpdate()App.RequestRender()' do all the math stuff' ----EndMethod OnRender( canvas:Canvas ) Overridecanvas.TextureFilteringEnabled=FalseOnUpdate()' do all the draw/little math stuffcanvas.DrawText( "FPS="+App.FPS,Width/2,0,.5,0 )EndEnd ClassFunction Main()New AppInstance()New MyWindow("Test",App.DesktopSize.x/2,App.DesktopSize.y/2 )App.Run()EndMy game is going to use
- animated images using a atlas which contains the animation frame speed in ms
- the animated images moving from point A to B in x speed (fixed)
- has to work on ultra fast and/or slower computers/tablet/phone
So my problem is , how do I can handle all those things without getting lag or moving to fast images.
Does the fixed rate logic class solve all those problems for me ?
So someone with a fast computer don’t see to fast movements or animations and <span style=”text-decoration: underline;”>very</span> slow computers see some frame drops (that is not my real problem, and impossible to fix).Monkey12345678910111213Method OnRender(canvas:Canvas) OverrideApp.RequestRender()'' are you going to use that delta ?? , why not only GameTime.ProcessTime()Local delta:Float = GameTime.ProcessTime()While GameTime.LogicUpdateRequired()GameLogic()End'' is the tween the 'delta' i need to use for my moving objects and image frameLocal tween:Float = GameTime.GetTween()GameRender(canvas, tween)End -
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