I am trying to get an adobe edge animation to loop from the start.
Many tutorials and answers to this say use:
sym.play(0);
or, add a 'label' at the start and use:
sym.play("label");
However, this doesn't work for me.
After some digging, it appears that it may be because I am using 'symbols' (to group 4 different 'scenes' to keep everything organised).
The loop does seem to work if I use:
sym.getSymbol("Symbol1").play();
at the end of the timeline (end of Symbol4). However it will only jump to the start of Symbol1 and play just that one.
What I need is some code which will jump to the start of the timeline and play symbols1 through 4 on repeat forever.
(I tried also getting the stage like this:
sym.getComposition().getStage()
And playing using that, but to no avail) :(
Thanks
UPDATE:
This code seems to replay all, but it only does it one time (so the animation loops 2 times and then stops). Still not there yet! (also this is incredibly hacky!!!)
// Replay from the beginning, regardless of current playing state
if (!sym.getSymbol("Symbol1").isPlaying() &&
!sym.getSymbol("Symbol2").isPlaying() &&
!sym.getSymbol("Symbol3").isPlaying() &&
!sym.getSymbol("Symbol4").isPlaying()
) {
sym.getSymbol("Symbol1").play(0);
sym.getSymbol("Symbol2").play(0);
sym.getSymbol("Symbol3").play(0);
sym.getSymbol("Symbol4").play(0);
}
Figured it out. Add
sym.playAll();
To the 'complete' action to replay all symbols
Related
Alright so I am currently making a PBBG based game. However, I have been having trouble with my function for a button click and two conditions in my if statement. I am actually not positive if this is at all possible, I searched everywhere I could think of but nothing gave me a definitive answer for getting this to work.
Basically, what I am trying to achieve, is that when a player presses the 'Attack' button, the player then receives the amount of experience points and gold they get from defeating that monster. Then, after that function runs, I am setting a delay of 6 seconds to where they can't press the button to attack again until the 6 seconds have passed.
I did get the function and onClick to work where when they win the fight, the game awards them the experience and gold from the kill. That all worked great and I made sure that was all working BEFORE I started adding in the time delay function and all.
Here is my code for the function with the time delay I am trying to add: Code
(Won't allow me to embed pictures yet so a link will have to do for now) and I am using just an HTML button with the onClick value set to SingleAttack(). The code with the problem appears to be in this part...
if (attackReady) || (currentExp >= NeededExp) {...}
What I have done here is I am holding a boolean, named attackReady and setting it to 'true'. When the player presses the Attack button, it then changes the 'true' value to 'false' and then adds a setTimeout() and period in miliseconds for delay. It then sets attackReady back to true and puts a 6 second time delay before the function can be called again.
You'll notice there is an if and an else if in my function. The if code runs only when a players current experience points are greater than or equal to the needed experience points. I think my problem is coming from having two conditions in the if statement. I am not entirely sure if that is possible, I have looked everywhere to find an answer and nothing for javascript specifically. I know C# allows it, does javascript allow it and if so, did I do it right or have I done it wrong?
When the Attack button is clicked and the function is called, it does nothing at all. Any insights?
As #Thomas noted, the entire test needs to also be enclosed in braces. You currently have:
if (attackReady) || (currentExp >= NeededExp) {...}
and what you want is either:
if ( (attackReady) || (currentExp >= NeededExp) ) {...}
or more simply:
if (attackReady || currentExp >= NeededExp) {...}
One more thing:
From your description, it might be the case that you want both tests to be true to execute that block of code. If that is the case you want to use an AND with && rather than the || OR test. OR is true if either the left or the right hand side is true.
I am writing a Whack-A-Mole game for class using HTML5, CSS3 and JavaScript. I have run into a very interesting bug where, at seemingly random intervals, my moles with stop changing their "onBoard" variables and, as a result, will stop being assigned to the board. Something similar has also happened with the holes, but not as often in my testing. All of this is completely independent of user interaction.
You guys and gals are my absolute last hope before I scrap the project and start completely from scratch. This has frustrated me to no end. Here is the Codepen and my github if you prefer to have the images.
Since Codepen links apparently require accompanying code, here is the function where I believe the problem is occuring.
// Run the game
function run() {
var interval = (Math.floor(Math.random() * 7) * 1000);
if(firstRound) {
renderHole(mole(), hole(), lifeSpan());
firstRound = false;
}
setTimeout(function() {
renderHole(mole(), hole(), lifeSpan());
run();
}, interval);
}
What I believe is happening is this. The function runs at random intervals, between 0-6 seconds. If the function runs too quickly, the data that is passed to my renderHole() function gets overwritten with the new data, thus causing the previous hole and mole to never be taken off the board (variable wise at least).
EDIT: It turns out that my issue came from my not having returns on my recursive function calls. Having come from a different language, I was not aware that, in JavaScript, functions return "undefined" if nothing else is indicated. I am, however, marking GameAlchemist's answer as the correct one due to the fact that my original code was convoluted and confusing, as well as redundant in places. Thank you all for your help!
You have done here and there in your code some design mistakes that, one after another, makes the code hard to read and follow, and quite impossible to debug.
the mole() function might return a mole... or not... or create a timeout to call itself later.. what will be done with the result when mole calls itself again ? nothing, so it will just be marked as onBoard never to be seen again.
--->>> Have a clear definition and a single responsibility for mole(): for instance 'returns an available non-displayed mole character or null'. And that's all, no count, no marking of the objects, just KISS (Keep It Simple S...) : it should always return a value and never trigger a timeout.
Quite the same goes for hole() : return a free hole or null, no marking, no timeout set.
render should be simplified : get a mole, get a hole, if either couldn't be found bye bye. If a mole+hole was found, just setup the new mole/hole couple + event handler (in a separate function). Your main run function will ensure to try again and again to spawn moles.
i'm trying to create a "generative score" using beep.js based on some map data i have. i am using new Beep.Voice as placeholder for notes associated to specific types of data (7 voices total). as data is displayed, a voice should be played. i'm doing things pretty "brute force" so far and i'd like it to be cleaner:
// in the data processing function
voice = voices[datavoice]
voice.play()
setTimeout(function(){killVoice(voice)}, 20)
// and the killvoice:
function killVoice(voice) {
voice.pause()
}
i'd like to just "play" the voice, assuming it would have a duration of, say, 20ms (basically just beep on data). i saw the duration property of voices but couldn't make them work.
the code is here (uses grunt/node/coffeescript):
https://github.com/mgiraldo/inspectorviz/blob/master/app/scripts/main.coffee
this is how it looks like so far:
https://vimeo.com/126519613
The reason Beep.Voice.duration is undocumented in the READ ME is because it’s not finished yet! ;) There’s a line in the source code that literally says “Right now these do nothing; just here as a stand-in for the future.” This applies to .duration, .attack, etc. There’s a pull request to implement some of this functionality here but I’ve had to make some significant structural changes since that request was submitted; will need to take a closer look soon once I’ve finished fixing some larger structural issues. (It’s in the pipeline, I promise!)
Your approach in the meantime seems right on the money. I’ve reduced it a bit here and made it 200 milliseconds—rather than 20—so I could here it ring a bit more:
var voice = new Beep.Voice('4D♭')
voice.play()
setTimeout( function(){ voice.pause() }, 200 )
I saw you were using some pretty low notes in your sample code, like '1A♭' for example. If you’re just testing this out on normal laptop speakers—a position I am often myself in—you might find the tone is too low for your speakers; you’ll either hear a tick or dead silence. So don’t worry: it’s not a bug, just a hardware issue :)
Forget everything I said ;)
Inspired by your inquiry—and Sam’s old pull request—I’ve just completed a big ADSR push which includes support for Voice durations. So now with the latest Beep.js getting a quick “chiptune-y” chirp can be done like this:
var voice = new Beep.Voice( '4D♭' )
.setOscillatorType( 'square' )
.setAttackDuration( 0 )
.setDecayDuration( 0 )
.setSustainDuration( 0.002 )
.setReleaseDuration( 0 )
.play()
I’ve even included an ADSR ASCII-art diagram in the new Beep.Voice.js file for easy referencing. I hope this helps!
I've recently coming across a lot of great examples of interactive shorts that are made with three.js.
One example is http://www.dilladimension.com/
So I wanted to ask - how does the timing in those actually work? Any known libraries for that?
Music & Visuals are synchronized perfectly and would love to know how.
I think you may be over thinking this.
// psuedo code...
// on start
music.start()
startMs = now()
// animation loop
for event in events {
if (!event.handled && (currentMs - startMs) > timelineEvent.startMs) {
event.doStuff();
event.handled = true;
}
}
Time marches on pretty predictably and measurably. If you know when you started, it's pretty easy to figure out where you are right now. Then simply compare that to a an array of timestamped events and execute their instructions.
So,
I'm just starting to learn CreateJS and I encountered my first problem: I can't get tweening to work (as I expect it should work).
Here is the example: http://www.hakoniemi.net/labs/createjs-test/
I want to get that cloud to move from right to left - at the moment it only jumps to the target.
The code looks:
createjs.Tween.get(stack["cloud"]).to({"x":25}, 1000).call(test);
where createjs.Tween.get(stack["cloud"]) is valid and function test is executed. However there's no visual effect of 1000ms taking place at all.
I've looked through the tutorials and this is how things should work, but they're not. What am I doing wrong?
Edit: if I re-execute code in console with different value, then tweening and visual effect happens normally (here's a version where setTimeout is used: http://www.hakoniemi.net/labs/createjs-test/index2.html)
You have a type problem when setting the initial x value in
if (this.getAttribute("x")) {
ref.x = this.getAttribute("x");
}
The problem is that getAttribute() returns a string, which you can verify outputing Object.prototype.toString.call(ref.x). This way, it seems the first time the tween tries to run it can't do the proper math. In the end, it correctly updates the value to the end value as a number and that's why next calls to the same method work properly.
You can fix this just by making sure that ref.x is a number. For example:
if (this.getAttribute("x")) {
ref.x = parseInt(this.getAttribute("x"));
}
You can see it working in this fiddle.
One last thing, BitmapImageLoaded is adding the assets to the stage as soon as they are loaded. If your clouds image gets loaded before the background, it will be placed under it and you won't be able to see them. (just in case :))