Me and my friend/ the owner of CAC redux figured it out, and I've fixed it.
images were being grabbed from the asset library before they were actually loaded...
OOPs
that bug is fixed.
I've also re-written a lot of code, it's still messy as hell, but single-level* GUIs can be dynamically generated from JSON objects.
*As my code currently works, nesting components into each other won't work. That will probably be tomorrow's goal.
Getting ready to majorly re-factor the code
but first:
It's updated.
Now can pre-render patterns, allowing them to be offset relative to the object that calls for them to be drawn.
disabled re-sizing window.
attempted, and failed to add command console.
I have no idea how long re-writing this to be an actual feature/api in my library, and not a proof of concept demo, so...
This may or may not get updated yet again in the near or far future.
Re-factored entire UI Components API.
Uses OOP implemented via prototype chains, as explained here:
https://developer.mozilla.org/en-US/docs...JavaScript
Should now be fully capable of any level of nested components
Fixed a bug where defining the component width or height as a float didn't do what it was supposed to (It re-scaled the parent component, rather than scaling the current component relative to its parent's width or height.)
I suppose I'll get this up on github soon... maybe
1. Fixed THIS bug:
Not sure why the titlebar x position code was commented-out in the first place
2. Added another window and a skin that's a blatant rip-off of the Windows 8 theme (in fact, was created from an edited screeny)
3. Implemented the data for custom font properties in UIText object
4. Added parent relative positioning to UIComponent object (as seen on the new pane, which has elements positioned at x: .33 and .66)
5. Added a debugging option to show the boundaries of title bar and other "special zones".
6. Added the data structures for the width and height adjusting sections of SkinnedUIComponent.
7. Added code to generate previous sections if their data is defined.
8. Added code to automatically create the combined width + height adjusting section if both the width section and height section are both present.
known bugs:
Inconsistent positioning or rendering of skins, observed on the new UI pane, and I can't for the life of me figure-out why
current goals:
color-based UI skins (50%)
ui component pos relative to a percentage of parent width or height
maybe buttons
binding ui component properties and methods to global ref object
(04-05-2016, 11:18 AM)DarkGrievous7145 Wrote: [ -> ]<bleh>
known bugs:
Inconsistent positioning or rendering of skins, observed on the new UI pane, and I can't for the life of me figure-out why
current goals:
color-based UI skins (50%)
ui component pos relative to a percentage of parent width or height
maybe buttons
binding ui component properties and methods to global ref object
updated again
components with resizing handles can be resized
GUIs now update and render in proper order
"sticky" UI's are no more
color based skins now possible
fixed skin positioning bug
UIs now can be selected by clicking their main body
current goals:
color-based UI skins
ui component pos relative to a percentage of parent width or height
+ui component scaling
+ui component depth management
+finding top-level ui component
+finding ui component manager
-50% (currently Game object)
+fix skin position bug
maybe buttons
binding ui component properties and methods to global ref object
known bugs:
It seems the height resize handle doesn't like to offset 100% accurately.
Problem also occurs with the combined width and height handle.
dev screens (done from my laptop, which is a different story entirely):
width resize handle being moved, before width or height resizing code was in place:
the program after adding a third skinned ui component to demonstrate color-based skins work, and 100% verify that the GUI management system was working correctly
(03-19-2016, 03:25 AM)Kitsu Wrote: [ -> ]makes me think suddenly, it'd be cool if we could like post code and be like "hey anyone want to code review this" because I have never gotten any of my non-work code reviewed and that'd be pretty cool
So, I did a quick look at the early posts in this thread.
Unless I'm mistaken, that is one of the purposes of this thread.
The way I read this thread's title, in combination with its content, is:
"talk about your game or other programming projects, ask for feedback on anything ranging from the code to the visuals, or just shoot the breeze about general programming/gamedev stuff ,in this thread"
However, if this would be an issue, maybe I or someone else could create a thread specifically for the feedback thing, but from what I can tell, that is one of the things this thread is supposed to be for.
Hopefully I'm not out of line to bring this up, but I just made myself feel stupid.
I wanted to play with the idea of radial distance/collision checks.
And first problem:
shit!
What's the distance formula, again?
one google search later, and remembering that I actually know it...and forgot about it
https://www.mathsisfun.com/algebra/dista...oints.html
Yeah, i feel like a complete moron...XD
Hopefully I've not killed this thread or something.
Now, what are the capabilities of making a more module-based games with haxe?
Like, more specifically, loading codebases and files quite possibly from other compiled projects.
I have been talking with my friend Josh about the possibility of us just porting Crystalien Conflict., maybe even breaking free of Flash in any shape or form.
Now, I would guess when compiling an .swf, I can easily do different component/module .swf's and external assets (which is really what we want, flexibility, not re-programming/re-compiling the entire game just to add a new unit or level)
But, let's say I 'compiled'/exported to html5. Is there any way to compile the game and then embed or install other scripts, or throw other assets in the assets folder and be able to use those? (Without doing some really ugly hacks to the 'compiled' .js file. I observed that the asset library is still ultimately hard-coded into the .js file)
I'm currently messing with and learning how to use openfl and spritesheet.
I wouldn't expect an html5 version to be mod-friendly, anyways, but I would expect to easily add new assets and configs (like stat sets) WITHOUT having to re-export the entire thing. I do know that if I were to do this entirely from scratch, I could, and in fact, my game library already has that capability, I'm just not exploiting it.\
Hopefully my question makes sense?
I'm gonna take a shower, and then I'm gonna try to get to sleep.
9 posts with same user ! ouahh ! (@DarkGrievous7145 you have killed everybody ?)
(04-05-2016, 11:22 PM)DarkGrievous7145 Wrote: [ -> ] (04-05-2016, 11:18 AM)DarkGrievous7145 Wrote: [ -> ][...]
An user quote the same user ?! Even more ! (What a sense of humour...)
Good HTML5 AERO assets.
Well, to be fair, iyenal, the Game Dev forum seems dead lately. Even my Feud thread. He has to do something to keep it alive. XP
I agree with you. My 3 game dev. threads doesn't have reply from a month now. What a pity.
This forum is for me the best, but now I turn to another external forums.
It seems all the the forum is slowed down.
The administrators have to dynamise it, modernise the site (MyBB esthetism can be changed), do contests, informations bar...
A site don't create auditors it self, his activity do it.
(Oulahhh ! it's totally off-topic !)
(05-13-2016, 09:51 AM)iyenal Wrote: [ -> ]An user quote the same user ?! Even more ! (What a sense of humour...)
Good HTML5 AERO assets.
Umm...thanks?
I ripped them from my Vista laptop... (hence me saying "yes, they're legit") lol
It would be nice if the game dev forum was more active, but there aren't many game programmers around these parts afaik.
Yeah, that seems to be the case.
I actually am still more of a hacker.
My main skill with coding is not writing my own code, but reading, adapting, and manipulating the code I encounter....or finding the ways by which to do this.