[Newbies] Question about Etoys Custome Events and Triggering Objects
hakyoku at gmail.com
Sun Sep 9 08:30:14 UTC 2018
And here we go.
There's a flap that has a writeup of what is happening, but basically, I
took the last version, made a copy of the main player, removed controls and
set up an 'auto movement' script that utilizes the collision detection.
Then I modified the playfield's script to 'tell all contents HANDLE
PATROL'. Nothing is pre-scripted to move any specific way, so you can move
all of the objects around and they'll react to walls, you can change their
speed and what direction(s) they're moving in, etc. Obviously, the larger
you make them, the slower the update to the playfield will be since there's
a pixel economy to worry about. However, it shouldn't be especially
concerning on a newer computer. It is for the computer I'm working with
which is why I made things relatively small. I suppose the next version
will demo making special objects, collectables, etc. Presumably, I could
remake the pacman example since in this way, no matter what the
'player/hero' bumps into, you can grab information about that object since
it learns what it's element number is and then you can have the playfield
set it's cursor directly to the object to send a message to it
I might try that, or something similar. It will be interesting to see how
it handles a lot of similar objects in that way. Also, I'll probably start
adding graphics and demo how to layer onto these rectangles graphics so
that you can animate them without having to copy all of the scripts to a
This has been rather fun, and it's rewarding to finally get something of
this nature running relatively nice in Etoys. I've been wanting to use it
for a while now for simple, retro-style action games and have made small
tests here and there regarding things like using a Book as a world-map
(i.e. touching the edges of a page with your hero turns to specific pages
for multi-screen worlds) etc. One day I'll bring all of these things
In the meantime, enjoy this demo.
On Sat, Sep 8, 2018 at 9:42 PM, Jeremy Landry <hakyoku at gmail.com> wrote:
> So after thinking a bit, I decided to take a different route to accomplish
> this, though the ending demo is a lot different (I plan on going further
> with this, so expect this demo to get bigger until it's something that's
> less demo and more 'it's just a fun game' or something to that extent).
> At any rate, I was thinking about how Etoys graphics and 'overlaps any'
> works and thought about what I'm really after; I don't want to find out
> AFTER something happens that two objects are overlapping. Plus when
> detecting whether things overlap, I believe Squeak goes into some maths to
> determine areas that overlap etc, which again aren't what I'm interested
> in; I'm interested in obstructing movement of objects and knowing which
> objects are being 'touched' when obstructing other moving things.
> So I went back to the drawing board and didn't use 'overlaps any' at all.
> Instead, I decided to think about 'what are the likely ways to eliminate
> checking anything at all if I can help it?' So for instance if something is
> moving to the right, then I don't need to check things behind it at all and
> whether it might touch them. So from there I began writing some scripts to
> that do their best to check only things that absolutely will lead to a
> collision; at any point if any of these checks fail, the rest of the checks
> aren't performed so that the process can quickly move on to the next object
> for inspection of whether the moving object has to be worried about it or
> Included is a demo. It explains maybe in a bit more detail what this can
> do. By using this method of checking for touching objects, I can also
> detect which side another object was approached from as well. In the demo,
> the blocks change color depending on whether they were touched vertically
> or horizontally by the 'Hero' object with a simple script (all of the
> 'walls' are siblings of the object Thing and so editing Thing will send all
> of the other walls that functionality too).
> Again, I think it performs rather speedy, even my my old 2008 ultra
> portable 1.4 Ghz with virtually no video accelleration at all, I'm getting
> high frame rates even with checking 18 objects vs. the other try I uploaded
> which has many fewer objects and ends up checking a lot more about what is
> happening in the playfield and interactions.
> Hopefully this is useful to someone and/or ends up becoming something
> possibly embedded into the Etoys scripting tiles at some point, though I
> cannot realy think of a universal way to put this sort of thing in there
> where it's of any use :p
> Next I will add clones of the 'Hero' with scripted automated movements to
> recreate the tests I already posted and I suspect they will operate much
> smoother and more accurately to boot.
> On Tue, Sep 4, 2018 at 10:55 AM, Jeremy Landry <hakyoku at gmail.com> wrote:
>> I figured out why special events weren't working the way I had them set
>> up. In order for the events to be scheduled properly, so to speak, they
>> have to occur individually and be taken care of individually. So instead
>> of 'Tell All Contents (SCRIPT)', I used a Do (Number of Objects)
>> Times/PlayerAtCursor Do (then event is triggered and handled for a single
>> pair of objects)/Cursor IncreaseBy1. This all happens each tick so it
>> appears as if it's simultaneous. It's, so far, fastest for dealing with
>> collisions, I will post another project soon with demos/examples.
>> Also, my copy of Etoys5 starts with 'Custom User Events' checked inthe
>> preferences. I don't ever make changes to etoys friendly options...I'm not
>> sure what is going on there...
>> On Tue, Sep 4, 2018 at 12:12 AM, Jeremy Landry <hakyoku at gmail.com> wrote:
>>> Here's a book of experiments with various ways of implementing 'OVERLAPS
>>> ANY (OBJECT)' along with commentary for each experiment. Maybe someone will
>>> find it useful. Overall, at least on my slow machine, page 2 seems to
>>> perform the fastest. I explain how each of the 7 versions is set up as the
>>> idea evolves across the pages.
>>> I think in the end, having something very specific in mind with regards
>>> to motion is probably far more useful than creating 'general behaviors', at
>>> least where realtime behavior and many moving objects is concerned. As
>>> well, the things I was moving about are a little large compared to what I
>>> intend to move since there's a 'pixel limit' per frame which is hardware
>>> dependent as well as dependent on whether the screen is being scaled or
>>> not. I ran my experiments with no screen scaling at all.
>>> If anyone has any further ideas on ways to cut screen update time or
>>> further narrow the amount of 'observations' that happen during a single
>>> update of all objects on screen, etc. let me know and I will try them out
>>> and maybe add them to this book/project for others to learn from and use
>>> for their own stuff.
>>> On Mon, Sep 3, 2018 at 10:54 PM, Bert Freudenberg <bert at freudenbergs.de>
>>>> On Mon, 3 Sep 2018 at 19:38, Jeremy Landry <hakyoku at gmail.com> wrote:
>>>>> What is the intended use for 'triggering object' tile?
>>>> I don't know. Never used that tile (it's hidden unless eToyFriendly is
>>>> Reading the code it indeed is intended to find the object that
>>>> triggered that event / script (meaning the object mentioned in the
>>>> tellAllSiblings tile).
>>>> - Bert -
>>>> Beginners mailing list
>>>> Beginners at lists.squeakfoundation.org
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Beginners