Forum Replies Created
-
AuthorPosts
-
Odd bugs with version 2.3.1
First, when I have auto-complete turned on, I go to type Self. and just as soon as I press the dot, the IDE closes. No errors or anything, the window just closes.
Second, when I close the IDE with the X after load a program, sometimes the IDE will crash with the “Ted2Go has stopped working, Windows is searching for a solution,” dialog.
Both things happen intermittently, sometimes occurring, sometimes not. I tried both the Master, and Dev versions of the IDE from GitHub.
Had the same issue as abakobo, changing the lines fixed the issue. Didn’t see the issue submitted on GitHub, so I submitted one.
As for the game, cant seem to figure out the controls. I would aim the cue, then press “Power” button, but that would just move the cue stick, so I preposition and try again. After about 4 or 5 tries, when I try to re-aim the cue stick, it shoots instead. I seem to get it to work correctly in about 1 of 4 shots. Is there something I’m doing wrong?
Otherwise, great game
Odd, when I do an emscriptem build, everything works fine. A PC desktop build, and I have the bug of the invaders running off screen.
HP 15-f100dx laptop. AMD A8 6410 APU with Radeon R5 Graphics 2.0ghz, 4GB ram, Windows 10 Home 64 bit OS.
The source now compiles and runs, but there seems to be a couple of bugs. The invaders just march off the right side of the screen and don’t return. Can’t shoot any of the asteroids.
I’m getting the same errors, v1.1.03
Can’t really use .. as it is being used by Using. Could replace it with _ or \ or some other character so there would be no need to anticipate every possible scenario in which we need to continue a line.
@nerobot, that doesn’t work. It includes the newline and tabs within the string. So it prints
123Hello,multilineworld!instead of
Hello, multiline world!
Seems the only way to do it isMonkey123Local multi:="Hello, "multi += "multiline "multi += "world!"Thanks. Now how would I break up a very long string onto separate lines? A long expression?
Monkey1234567891011Function Main()Local Name:String = "This is a very long " +"string I wish to break up onto " +"multiple lines"Local n:Int = 10 + 12 / 2- 3 * 5Print NamePrint nEndI guess you could emulate unions with properties
Monkey123456789101112131415161718192021222324252627282930313233343536373839404142Class VectorField x:FloatField y:FloatProperty s:Float()Return xSetter (n:Float)x = nEndProperty t:Float()Return ySetter (n:Float)y = nEndProperty r:Float()Return xSetter (n:Float)x = nEndProperty g:Float()Return ySetter (n:Float)y = nEndEndFunction Main()Local Vec:= New VectorVec.x = 10Vec.y = 20Print Vec.s+","+Vec.tVec.r = 3.5Vec.g = 17.6Print Vec.x+","+Vec.yEndPlease excuse my ignorance here as I’m new to MX2 programming and don’t know anything about gles, but isn’t gles3 just a superset of gles2? IOW, gles3 contains the gles2 api plus a bunch of extra features? If so, then couldn’t you write the module to be gles2 compatible as long as no gles3 function calls are made, but then compile a glse3 version when the extra features are needed? Sort of similar to BMax SetGraphicsDriver command, maybe SetGLESVersion (2|3) command.
The line compiles to
bb_print(bbString((-f0.l_myStack->m_Pop()+f0.l_myStack->m_Pop())));
So it would appear that MinGW is calling the methods in reverse.
This can be a problem as it creates an inconsistency across platforms. I have confirmed that Android build processes left to right. Example below prints 5 on Android and -5 on Windows. (Sorry, haven’t figured out yet how to print values on Android without mojo yet)
Monkey1234567891011121314151617181920212223242526272829303132#Import "<std>"#Import "<mojo>"Using std..Using mojo..Class Test Extends WindowField gi:intMethod OnRender( display:Canvas ) Overridegi = 0App.RequestRender()display.Clear(Color.Black)display.DrawText(-Fun1()+Fun1(),10,10)EndMethod Fun1:Int()gi = gi + 5Return giEnd MethodEndFunction Main()New AppInstanceNew TestApp.Run()End -
AuthorPosts