Hi, I need an algorithm to tell a sprite to change the image when the in-game text finishes appearing (in GameMaker studio 1.4) - game-maker

I need an algorithm to tell a sprite to end as soon as the text finishes appearing, basically I need to make a cutscene which describes the beginning of a story within the game, but since I'm using gamemaker, I don't know how to do it, can someone help me?

For cutscenes and automated image sequences you usually have some sort of variables, that handle the states and counters for displaying sprite's sub-images.
But firstly I like to use mainly two main time-related variables in my controller object usually named sys (counter and counterTime):
c = 0; // and for stepEvent: c += 1; // so it goes +1 per step
ct = 0; // and for stepEvent: ct+= 1 / room_speed; // so it goes +1 per second
During the cutscene you might want to stop everything else that moves:
is_cutscene = false; // objects might not be able to move when this is true
// you still have to implement that by yourself
// player can't move if is_cutscene, nothing happens!!
(except cutscene buttons etc...)
So now when the player gets to a 'cutscene'y object and triggers some cutscene_1 = true eg. you can have the image/text/sound/animation object come to life/create/active... That object might have in the create event:
duration = 6; // 6 seconds the scene lasts
start_time = sys.ct // and in Step: if sys.ct > (start_time + duration)
// then -> cutscene advance/destroy
Ofcourse - this is super simple and now you could only say implement:
walk close to a pop-up object
show an image for 6 seconds
it dissappears
And it might not be big trouble to implement it... BUT THIS may also be the foundation for more advanced multi-step sequence and cuts.

Related

How to implement JS infine scroll

I would like to display a table which have several thousand rows with complex formatting (color, font, border, etc. done on the ASP.Net Core server).
Initially, I generated an html copy of all the data (stored in a SQL Server database), but realised it wasn't optimal since the generated html data accounted for more than 50MB.
No, I only generate about 200 rows; 100 visible and 50 hidden above and below (cache). I would like to freely scroll the tablen, but when there are only 25 hidden rows above or below, fetch new rows from the controller which are then prepend or append to the table. Basically, I want to give enough room so I can can populate the table when I'm scrolling through the "hidden" (cache) rows.
Everything seems to work well, but I believe I need to use a web-worker to run the function in a background thread which add new rows to the table independently of the table being scrolled.
Below is a excerpt of the code :
I use a debunce function to only catch the lastest position of the mouse scroll.
The scroll function basically only checks whether there are enough hidden rows (cache) above or below the table. If it reaches the threshold, it either prepends (scroll upwards) or appends (scroll downwards) rows obtained from the controller.
The main issue is that I can't scroll the table when the new rows are being fetch as the page freezes. It only takes about 1 to 2 seconds to populate to new (scrollable) rows but it isn't smooth.
Could anyone help me improve the code? (general ideas) I also read that there are already existing libraries but can't really get my head around them..
$('#fields-table > tbody').on('wheel', _.debounce(async function (event) {
await scroll(); // Probably change it to a web-worker or promise?
}
async function scroll() {
var threshold = 200; // Corresponds to approximatively 50 rows (above and below).
var above = $('#fields-table').scrollTop();
var below = $('#fields-table > tbody').height() - $('#fields-table').height() - above;
// Gets the scroll delta based on the table heights.
var delta = 0
if (above < threshold) delta = above - threshold; // Scrolls upwards.
if (below < threshold) delta = threshold - below; // Scrolls downwards.
await addCacheRows(delta); // Prepends (delta < 0) or appends (delta > 0) or appends rows obtained via the fetch API.
}
Your problem is unlikely to resolve with a web worker. Without seeing more code I cannot tell for sure, but I suspect your code to generate new rows is not sufficiently efficient. Remember:
Use DocumentFragment to create the HTML, do not immediately append it to the main DOM tree row by row. Appending elements to a document triggers some recalculations.
Unless this is a LOT of data or requires lots of work serverside, you can immediately start preloading next/previous rows. Keep the promise object and only await it once you need them, that's the simplest way to go around it
Use passive scroll event listener - Firefox even shows a console warning whenever you do not do that
There is no way generating 200 rows of table data should take seconds. Since you use JQuery anyway (really, in 2022?), note that there are plugins for this. I don't remember what I used, but it worked perfect and scrolled smooth with much more data than what you have.
Thank you for your help. I realise it won't be as straightforward as I initally thought (I made some tests with WPF virtualization as well).
Regarding the time it takes to generate the extra rows, I believe it mostly comes from the server. Sure, I can probably load new rows independently of the threshold.
I've never heard about DocumentFragment, but that something I should definitely consider.

How to make car add points/laps as it goes over finish line?

I am programming a simple top-down car game on game-maker where the purpose of the game is to get as many points/laps by driving the car around the oval shaped track.
The car drives with speed = 5 and changes direction with the code direction = direction + 2;
image_angle = direction;
If you couldn't tell already, i'm new to coding however i have been searching for a solution for at least a fortnight and haven't found anything- How can i make the game add a point every time that the car goes through the finish line? I suppose there would have to be a collision event between the car and the finish line but i do not understand the code that would take place in order to add a point and if I did code the game to add a point i anticipate that there will be a bug where by several points will be added (instead of 1) when the car goes over the finish line as it is "colliding" the whole way as it goes over.
How can I make a point be added every time the car goes around the track?
If you need any further information i'd be glad to help. Thank-you.
With Kake_Fisk's help i set up 3 midway lines around the track and created a collision event between the car and the midway lines: prntscr.com/c4uecl - the problem is that add_point doesn't actually do anything and i would be glad to have some help. Another problem i am encountering is that he car was originally meant to turn with the mouse button 1 but when i tried that the car only turned when i aimed on it if you get what i'm saying, do you have a solution for that also?
obj_car:
creation event:
points = 0; //instance variable
step event:
if(place_meeting(x,y,obj_line)) {
points += 1;
}
if(points == 3) {
room_goto(rm_win);
}
First, you have an other problem you need to think about. What stops the player from just driving forth and back over the goal line? You would need to add invisible lines throughout the track. If all these lines have been passed, you know the player has driven the car through the whole track.
You want to trigger some code once, when the car hits the goal line. By utilizing the previous system, this can be done quite easily. In collision with goal line, use something like this:
// If all the invisible lines in the track has been visited
if (midway_lines == 3)
{
// Sets the variable back to 0 so this piece of code only gets executed once
midway_lines = 0;
add_point();
}

Record audio into mutil-small block each duration with getUserMedia

I think I should begin with an example of what I want:
User allow the web page to access mic, then start recording.
Every 3 seconds (for example) capture what the user say (maybe into an Blob).
Repeat until user want to stop.
I've found many example that use AudioContext.createScriptProcessor but it work by given a buffer size, I love to have similar thing but given a duration.
you can simply use recorderjs, and use it in the below mentioned fashion:
var rec = new Recorder(source);
rec.record();
var recInterval = setInterval(function(){
rec.exportWAV(function(blob){
rec.clear();
// do something with blob...
});
}, 3000); // 3000 - to get blob for every three seconds.
later on some button click, add rec.stop() to end .

progress bar while creating excel file asp.net

I've got a ASP.net page that create an excel file using eeplus library (http://epplus.codeplex.com/). my problem is that I create a really big file. It take times to be done and showed to the client. I search a way to show a kind of progressbar of the creation.
for the moment, the client click and wait til the file is created, so I cant really showed something.
What you're trying to do is actually pretty complicated. You might just want to show a spinning wheel gif or something and save yourself the headache.
However, if you're feeling adventurous, read on.
To use a progress bar, you need to create a way to measure how much % complete your task is. This usually involves some kind of incrementer that gets measured against the total number of rows/column/whatever that you're creating. I don't know what language you're using, so here's some pseudo to help you out:
var totalRows = 100;
var processedRows = 0;
var progress = 0;
while( processedRows < totalRows ){
Process_A_Row();
processRows++;
progress = processedRows / totalRows;
StoreProgressSomewhereForPolling();
}
So there's your basic mechanism for tracking progress. On the client, you'll need to set up a way to poll the value of the progress variable. This gets messy because you'll quickly learn that you need a way to isolate the progress variable for every individual request. Its up to you how to implement this -- there are lots of ways to do it. One solution I saw stored the progress value in a static dictionary keyed by username so that it could be easily polled by the client with webmethods.
A quick solution would be to use the Ajax.NET UpdateProgress control. Just display a GIF that spins while the server is processing.

After Effects Expressions - controling comps from main comp using an "Expressions Layer"

THE GOAL I WANT TO ACHEIVE:
Control AE timelines using ONE EXPRESSION LAYER (much like using Actionscript) to trigger frequently used comps such as blinking, walking, flying etc... for cartoon animation.
I want animate a the blinking of a cartoon character. (and other actions, explained below) Rather than "re posting" the comp or key frames movements every time I want a blink or a particular action, I want to create a script where I can trigger the Blink comp to play. Is this possible? (Sidenote: A random blink through entire movie would be nice) but I still want to know how to do this for the reasons below.
Ideally: I would like to create an "Expressions layer" in the main comp to TRIGGER other comps to play. At certain points I would like to add triggers to call frequently used comps that contain actions like.. Blinking, Walking, Flying, Look Left and Right etc...
IT WOULD BE AMAZING IF somehow we could trigger other comps to begin, repeat, stop, maybe reverse, and do this all from one Main Comp using an expression layer.
WHY DO IT THIS WAY?
Why not just paste a comp in the spot you want it to play every time you want such action? Well in after effects if you wanted a "blink comp" to play 40 times in two minutes you would have to create 40 layers, or pate the key frames on that comp 40 times. Wouldn't it be awesome to trigger or call it from one one layer when you wanted it from one expressions layer?
We do something like this in Flash using Actionscript all the time. It would be awesome if there was a method out there to achieve this effect. This would be an OUTSTANDING tutorial and I believe it would be very popular if someone did it. It could be used for a MULTITUDE of amazing effects and could save a ton of time for everyone. Heck, help me figure this out and perhaps I will make a tutorial.
Thank you all ye "overflowing Stackers" who contribute! :)
I found the answer and that is...
IT'S NOT POSSIBLE.
After Effects expressions can not control other timelines. Unfortunately you have to put an expression on each layer you want to affect.
The next best solution, and to achieve something close to what I was asking can be found on this link: motionscript.com/design-guide/marker-sync.html
We can only hope that Adobe will someday give the power to expressions like they did with action-script.
HOPEFULLY SOON! Anyone reading this who works for Adobe please plead our case. Thanks
Part 1: Reference other layers in pre-Comps
Simply replace "thisComp" with "comp("ComName")"
To reference Effect-Controllers between compositions, follow the below formula:
comp("ComName").layer("LayerWithExpression").effect("EffectControlerName")("EffectControllerType")
More In-depth Answer: Adobe's Docs - Skip to the Layer Sub-objects part
As I understand the Adobe documentation, only Layers can be accessed,
not footage. What this means is that you will need to create your
expression link utilizing a pre-Comp. Footage can not access this so
that also means no nulls, adjustment layers, etc.
As an added bonus, if you use the essential graphics panel, you can put all the controllers in one pre-comp, but have the controls available no matter which comp you are in. Just select it in the Essential-Graphics dropdown.
Part 2: Start/End based on other layers within pre-comps:
Regarding the next part where you want the expressions to activate based on other compositions, I recommend using the in-out Point expression.
inPoint | Return type: Number. Returns the In point of the layer, in seconds.
outPoint | Return type: Number. Returns the Out point of the layer, in seconds.
If you utilize the start time overrides you can pull this from:
startTime | Return type: Number. Returns the start time of the layer, in seconds.
Alternate Option:
I would recommend avoiding this as the keyframes are basically referenced as an index, so things can get messed up if you add one ahead of a keyframe you were already using - def incorporate some error handling.
Refer to the Key attributes and methods (expression reference) Here
Part 3: Interpolation & Time Reversal
You can time reverse the layer in the rightclick->time, otherwise this is all interpolation expressions like loop out etc - you can loopOut("FOO") a pre-comp if you not only cut it correctly, but also enable time remapping.
then use this to loop those keyframes;
try{ timeStart = thisProperty.key(1).time; duration = thisProperty.key(thisProperty.numKeys).time-timeStart; pingPong =
false; //change to true value if you want to loop animationn back &
forth quant=Math.floor((time-timeStart)/duration);
if(quant<0) quant = 0
if(quant%2 == 1 && pingPong == true){
t = 2*timeStart+ (quant+1)*duration - time;
}
else{
t = time-quant*duration;
}
}
catch(err){
t = time;
}
thisProperty.valueAtTime(t)

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