PS: maybe the confusion came from the name of the plugin in gideros studio.
Thats me, who designed it it this way Since it is a port of existing library I decided to call it with original name "FastNoise", but its very long name for a class
Yes, sorry - I thought it was called FastNoise. @hgy29 will know which it should be.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
I see a couple of problems with current gideros wiki. 1- when I do a google search for gideros wiki it points to the old wiki. BUT the old wiki seems to be also MEDIAWIKI! so what happened here why didn't we use the old template (you lost the access )? 2- when I finally get to the new wiki and my language is french THEN the content is not up to date so this is very not good! I guess that's the same for all other languages but english. 3- new wiki is kind of hard to find from the official gideros web site. EDITED: 4- the forum also has a link to the old wiki (at the very top)!
Probable solutions? 1- A- redirect the old wiki to the new or add in big the link to the new wiki. OR B- migrate the new wiki to the old one? thus having google working for gideros again. 2- get rid of all translations and only keep english. 3- revisit official gideros web site
3) is being taken care of, but I won't say more until we have something to show. Thinking of it, it would be nice to gather up to date visuals for that. if you have nice screenshots of your gideros made apps, the would be a start... Worth a new forum thread I reckon...
thank you oleg, they both work but it is inconsistent imho. (bool) = Gyroscope.isAvailable() = (bool) = Gyroscope:isAvailable() We should put the : instead, what do you think?
thank you oleg, they both work but it is inconsistent imho. (bool) = Gyroscope.isAvailable() = (bool) = Gyroscope:isAvailable() We should put the : instead, what do you think?
There is a difference, as @oleg pointed out using : means that the function expects an object instance as its first argument. This is the case for most method, but not for class methods (what you would call static method in C++). Gyroscope.isAvailable is a class method, and doesn’t need an instance, so it should be a single ., on the other hand all others Gyroscope methods are instance methods, and need the instance the be passed as first argument, so : for them
good news: I have started updating the reactphysics3d wiki https://wiki.giderosmobile.com/index.php/R3d.World bad news: I am stuck with joints! I don't know if they are implemented yet. I tried a couple of times to no avail. Here is a sample test, can somebody have a look please?
They are implemented, but I never tried them. I just did with your example, and it turns out that you are right, the joint code has a bug. I fixed it for next release, but meanwhile you can still try by adding an empty 'joints_' table to reactphysics world and to all bodies to be used in joints, for your example:
Before continuing I have some doubts about how gideros studio retrieves the wiki content. For example I have grouped all shapes under the r3d.Shape page. Can somebody tell me if that breaks anything with gideros studio or if the grouping of things is wrong?
Peace. PS1: I will rethink the navigation at the bottom when I am done with the documentation. PS2:
meanwhile you can still try by adding an empty 'joints_' table to reactphysics world and to all bodies to be used in joints ... There will be memory leaks though, so not good for production, but enough for trying...
Ok I hurried it a bit at the end but reactphysics3d wiki is now finished (kind of) . I am not very happy with the grouping (I got confused by all the classes). Please feel free to comment here and I will correct it.
I will update the wiki as I learn more about r3d (God's willing). Plus a wicked demo to show r3d is awesome.
I have updated the wiki a little more, navigation and stuff. Please tell me if there is any problem. The BIG ones are still a little bit messy: Facebook Instant Games, LiquidFun/Box2D, Noise, ReactPhysics3D
@MoKaLux , the left sidebar with the tree of api functions is useful but as it closes after clicking on an item, it sort of beats its use. either it should remember it's last state or if that's complicated, as an easiest workaround i'd make the 'main api' part always open so that all functions are always visible.
all in all whenever i need the reference, i still prefer to open the old one ( http://docs.giderosmobile.com/reference/ ). i guess old habits die hard but also functionally it's still objectively more user friendly somewhat.
independent of these remarks, many thanks for your work.
@MoKaLux , the left sidebar with the tree of api functions is useful but as it closes after clicking on an item, it sort of beats its use. either it should remember it's last state or if that's complicated, as an easiest workaround i'd make the 'main api' part always open so that all functions are always visible.
all in all whenever i need the reference, i still prefer to open the old one ( http://docs.giderosmobile.com/reference/ ). i guess old habits die hard but also functionally it's still objectively more user friendly somewhat.
independent of these remarks, many thanks for your work.
MoKaLux can't do this, I think need to install a special Wikipedia plugin
The BIG ones are still a little bit messy: Facebook Instant Games, LiquidFun/Box2D, Noise, ReactPhysics3D
Heh, someday I'll try to finish Noise page Atleast it have list of all available methods and a short descriptions (and it helps to generate hints in IDE).
Also, I did some changes in plugin api, but its not finished and not published yet.
Hmmm... Idk is that a bug or not, but anchorX, anchorY and r,g,b multipliers doenst work with Pixel object.
application:setBackgroundColor(0x323232)local p = Pixel.new(0xffffff, 1, 32, 32)
p:set("redMultiplier",1)-- NOT OK
p:set("alphaMultiplier",1)-- NOT OK
p:set("anchorX", .5)-- NOT OK
p:set("anchorY", .5)-- NOT OK
p:set("alpha", .5)-- OK
p:set("scaleX", 1.5)-- OK
p:set("rotation", 10)-- OK
p:set("x", 32)-- OK
p:set("y", 32)-- OK
stage:addChild(p)
It works like setAnchorPosition, so you need to pass value of "x * width" for x and "y * height" for y, where x and y - you anchor point in range [0; 1]. Also, r,g,b multipliers works, but only if all were set.
p:set("redMultiplier",1)-- OK
p:set("greenMultiplier",0)-- OK
p:set("blueMultiplier",0)-- OK
p:set("alphaMultiplier",1)-- OK
p:set("anchorX", 16)-- OK
p:set("anchorY", 16)-- OK
thank you oleg, yes I agree with you, I think it should be somewhere else but where? I also think we need a good button class once and for all to use! Right now we can find button class on gideros github, some other people githubs, somewhere here in the forum,... I have it on my github https://github.com/mokalux/gideros-ui but I may change the folder name and forget that I have a link in the wiki
I also think we need a good button class once and for all to use!
There are many different features that are not needed very often, it is easier for me to change the class for each game individually instead of creating a universal class. For me, optimization is more important than versatility.
I use my class which supports many simultaneous clicks, but I did not do the functions of replacing the button picture when pressed - because it can be done in the game code itself and not in the class. I think everyone has their preferences
Ive uploaded my simple UI library to github (see signature). It only have some basic elements (button, slider, checkbox (combobox), progress bar and group). GIF:
Comments
https://wiki.giderosmobile.com/index.php/All_Classes_and_more
Thats me, who designed it it this way
Since it is a port of existing library I decided to call it with original name "FastNoise", but its very long name for a class
ps: I edited my previous post as well.
Likes: rrraptor
https://deluxepixel.com
1- when I do a google search for gideros wiki it points to the old wiki.
BUT the old wiki seems to be also MEDIAWIKI! so what happened here why didn't we use the old template (you lost the access )?
2- when I finally get to the new wiki and my language is french THEN the content is not up to date so this is very not good! I guess that's the same for all other languages but english.
3- new wiki is kind of hard to find from the official gideros web site.
EDITED: 4- the forum also has a link to the old wiki (at the very top)!
Probable solutions?
1- A- redirect the old wiki to the new or add in big the link to the new wiki.
OR B- migrate the new wiki to the old one? thus having google working for gideros again.
2- get rid of all translations and only keep english.
3- revisit official gideros web site
Voilà.
Likes: MoKaLux, SinisterSoft
Geolocation.getAccuracy()
Geolocation:start()
It seems there are a couple of functions which are called with .(dot) instead of :(column)
Is this correct? https://wiki.giderosmobile.com/index.php/Geolocation
I have tested with the gideros player and it seems both work!
Thank you.
ObjectName: MethodName (Arguments)
ObjectName. MethodName (ObjectName, Arguments)
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
(bool) = Gyroscope.isAvailable() = (bool) = Gyroscope:isAvailable()
We should put the : instead, what do you think?
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: MoKaLux
physicalhardware components only: accelerometer, geolocation and gyroscope.https://wiki.giderosmobile.com/index.php/R3d.World
bad news: I am stuck with joints! I don't know if they are implemented yet. I tried a couple of times to no avail.
Here is a sample test, can somebody have a look please?
Likes: MoKaLux
https://wiki.giderosmobile.com/index.php/ReactPhysics3D
Before continuing I have some doubts about how gideros studio retrieves the wiki content.
For example I have grouped all shapes under the r3d.Shape page.
Can somebody tell me if that breaks anything with gideros studio or if the grouping of things is wrong?
Peace.
PS1: I will rethink the navigation at the bottom when I am done with the documentation.
PS2: That worked .
Please feel free to comment here and I will correct it.
I will update the wiki as I learn more about r3d (God's willing). Plus a wicked demo to show r3d is awesome.
Viva gideros!
Likes: hgy29, SinisterSoft
Likes: MoKaLux
The BIG ones are still a little bit messy: Facebook Instant Games,
LiquidFun/Box2D, Noise,ReactPhysics3Dall in all whenever i need the reference, i still prefer to open the old one ( http://docs.giderosmobile.com/reference/ ). i guess old habits die hard but also functionally it's still objectively more user friendly somewhat.
independent of these remarks, many thanks for your work.
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Also, I did some changes in plugin api, but its not finished and not published yet.
Likes: MoKaLux, SinisterSoft
Image:
Ive fixed that
Hmmm...
Idk is that a bug or not, but anchorX, anchorY and r,g,b multipliers doenst work with Pixel object.
Edit:
Ah, I see why
Sprite code:
It works like setAnchorPosition, so you need to pass value of "x * width" for x and "y * height" for y, where x and y - you anchor point in range [0; 1]. Also, r,g,b multipliers works, but only if all were set.
Likes: MoKaLux
https://wiki.giderosmobile.com/index.php/UI_Buttons#Button_with_Text_and.2For_Images
Do you see anything bad in the code please?
It would be better to insert a githab link with a class and add usage examples to the wiki
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
I also think we need a good button class once and for all to use!
Right now we can find button class on gideros github, some other people githubs, somewhere here in the forum,...
I have it on my github https://github.com/mokalux/gideros-ui but I may change the folder name and forget that I have a link in the wiki
I use my class which supports many simultaneous clicks, but I did not do the functions of replacing the button picture when pressed - because it can be done in the game code itself and not in the class.
I think everyone has their preferences
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
It only have some basic elements (button, slider, checkbox (combobox), progress bar and group).
GIF:
Likes: oleg, SinisterSoft, MoKaLux, plicatibu, antix
Mostly copy/paste. I am not sure about all the constants pages though .
EDIT:
Facebook Instant Games,LiquidFun/Box2D,Noise,ReactPhysics3DTHE WIKI IS NOW PERFECT IN PAR WITH GIDEROS
What do you think?
Vote +1 -1
Likes: keszegh, SinisterSoft, talis, rrraptor
https://wiki.giderosmobile.com/index.php/Pixel:getAlpha
https://wiki.giderosmobile.com/index.php/Pixel:setAlpha
I was playing with the Pixel class and did not see it was inheriting the Sprite class
Could you please delete those 2 pages?