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Automatically exported from code.google.com/p/quickb2
What steps will reproduce the problem?
1. open
http://quickb2.googlecode.com/svn/trunk/examples/qb2DemoReel/bin/qb2DemoReel.swf
2. try slice some object
3. that's it
What is the expected output? What do you see instead?
sliced object disappear, nothing falling
What version of the product are you using? On what operating system?
Win764x ie9 FP11.0.1.129
Please provide any additional information below.
from my test old example working fine
http://quickb2.dougkoellmer.com/bin/qb2DemoReel.swf
but last version
http://quickb2.googlecode.com/svn/trunk/examples/qb2DemoReel/bin/qb2DemoReel.swf
just didn't work, i do saw some code change eg. import
surrender.srVectorGraphics2d;
didn't digging more yet, just trying ;)
Original issue reported on code.google.com by katopz
on 12 Sep 2011 at 11:47
Actors set in objects added to tdMap are not displaying.
Original issue reported on code.google.com by [email protected]
on 19 May 2011 at 8:48
Fixed compile error
Original issue reported on code.google.com by nerbert
on 30 Apr 2012 at 11:05
Attachments:
preSolve throws error in != subPreSolve and viceversa
What steps will reproduce the problem?
addEventListener(qb2ContactEvent.PRE_SOLVE, contactHandler);
private function contactHandler(evt:qb2ContactEvent):void
{
evt.disableContact();
}
Error at qb2BaseContactEvent.as line 74
changed to:
private function checkForError():void
{
var isError:Boolean = false;
if ( type != qb2ContactEvent.PRE_SOLVE){
isError = true;
}
if (isError){
if (type == qb2SubContactEvent.SUB_PRE_SOLVE){
isError = false;
}
}
if ( isError )
throw new Error("Contacts can only be enabled/disabled for \"pre-solve\"
events.");*/
}
Original issue reported on code.google.com by [email protected]
on 13 May 2011 at 12:16
Fixed compile error
Original issue reported on code.google.com by nerbert
on 30 Apr 2012 at 11:07
Attachments:
Got this weird qb2ContactEvent results:
case #1 correct
added a tdSmartBody descendant to world in demo constructor
propelled it against another_body,
event.otherObject was another_body
case #2 weird
added a tdSmartBody descendant to world on keypress
propelled it against another_body,
event.otherObject was world
event.otherShape was properly a sshape within another_body
is it correct and i'm missing something?
Original issue reported on code.google.com by *[email protected]
on 25 May 2011 at 8:08
This is mainly an API question, that is, how to expose these queries/callbacks
intuitively using the flash events or some other means.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:25
Can't get Box2DAS.RayCast to work in QB2 world, don't really know why, so
please make a QB2 Ray Cast as soon as possible.
Cheers
Original issue reported on code.google.com by [email protected]
on 19 May 2011 at 11:12
These aren't really critical classes, but do show off very well how groups can
be leveraged.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:12
I simply never have and probably never will use these joints, but maybe someone
else does and I should expose them.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:34
This function should take an amLine2d and literally slice whatever the object
is in two. Circle slices would be approximated by polygons. This is pretty
straightforward in most cases, but other cases (non-convex polygons for
example) can get pretty hairy. As can partial slices, where a line doesn't go
all the way through.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:37
This is a non-functional issue i stumble upon each time i re-visit your
otherwise very good library.
Your packages begin with upper-case letters and you classes with lower-case
letters.
I know you probably have other things on your mind, but it just looks soo
awkward in the AS3 world.
Original issue reported on code.google.com by [email protected]
on 10 Feb 2011 at 4:29
For now, if a user wants to repeatedly access something like centerOfMass for a
really complicated qb2Group, the center of mass is recalculated for every call,
when it could be cached and just invalidated the next step.
The workaround for now is to store the centerOfMass (or bounding rep) locally.
This is best practice anyway due to function call overhead.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:30
Please change private methods to protected so one can extend them properly, ie.
tried to extend qb2TripSensor but couldn't, and had to make a copy of it and
modify the code in order to get it to do what I want. It would really help a
lot.
Original issue reported on code.google.com by [email protected]
on 20 May 2011 at 6:55
Manual probably needs another good set of eyes on it. There are also a few
incomplete or missing sections.
Original issue reported on code.google.com by [email protected]
on 3 Dec 2010 at 10:00
Right now springs with really high springK can tweak out so that they never
stop vibrating. I'm thinking there must be some way to force a spring to stop
if its frequency is past some threshold. Any solution that fixes some springs
might break others though, i.e. cause them to stop oscillating when they
shouldn't.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:45
As it stands, updates to the Alchemy port of Box2D
(https://github.com/jesses/wck/tree/master/Box2DAS/) have to be manually
copy-pasted to QuickB2/dependencies/src, as opposed to the other dependencies
which are pulled in with the SVN externals tag.
I'm not even sure if this is possible to do though.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:33
In the readme it says:
"Check in the examples folder to see how the whole system works with some other
.flas."
In the examples folder I can't find any examples to explain how it works and I
can't deduce how it works by the examples in the "qb2VisualEditorLibrary.fla"
either.
An example of how to create a level (for example) in the WYSIWYG editor would
be great. Or some more documentation to better cover it.
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 4:22
Hi dug :)
you use a single friction value for a tire.
you should add a lateralFriction value.
so you may use "friction" for the torque force and "lateralFriction" for
steering force.
so inside the carbody update you should have:
const tireFric:Number = tire.friction * frictionMultiplier;
var fricForce:Number = tireFric * tireLoad;
and also
const latTireFric:Number = tire.lateralFriction * frictionMultiplier;
var latFricForce:Number = latTireFric* tireLoad;
then you should change the lateral component of the tire speed
from:
if ( force > fricForce)
{
tire._isSkidding = true;
force = fricForce;
}
to:
if ( force > latFricForce)
{
tire._isSkidding = true;
force = latFricForce;
}
a wheel got a different friction, and generally the longitudinal << lateral.
Original issue reported on code.google.com by [email protected]
on 28 Aug 2011 at 10:17
Right now bound circles are implemented (badly). I want to use the fastest
known algorithm for this, but it was kinda hard to implement so I never got
around to it.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:41
The API for effects (qb2Effect and subclasses) exists and is ready to go, but
the classes have to actually be filled in. This should be pretty
straightforward.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:24
Inside tdCarBody, when you compute the weight transfer you should clamp the
final value.
Now:
var longTransfer:Number = vertDiff ? (zCenterOfMass / vertDiff) * totMass *
_kinematics._longAccel : 0;
var latTransfer:Number = horDiff ? (zCenterOfMass / horDiff) * totMass *
_kinematics._latAccel : 0;
Then you should add:
longTransfer = amUtils.constrain(longTransfer, -totMass, totMass);
latTransfer = amUtils.constrain(latTransfer, -totMass, totMass);
In this way you prevent that the car start to spin around itself, due to the
wrong weight transfer.
Original issue reported on code.google.com by [email protected]
on 21 Jul 2011 at 2:34
Version: 2.0.6
File: tdCarBody.as
Line: from 286 to 302
Error type: copy/paste mistake
Actual version:
if ( !axle.numBot )
{
axle.numBot = 1;
axle.numBot = centroid.y - (axle.avgTop - centroid.y);
}
if ( !axle.numLeft )
{
axle.numLeft = 1;
axle.numLeft = centroid.x - (axle.avgRight - centroid.x);
}
if ( !axle.numRight )
{
axle.numRight = 1;
axle.numRight = centroid.x - (axle.avgLeft - centroid.x);
}
Corrected version:
if ( !axle.numBot )
{
axle.numBot = 1;
axle.avgBot= centroid.y - (axle.avgTop - centroid.y);
}
if ( !axle.numLeft )
{
axle.numLeft = 1;
axle.avgLeft= centroid.x - (axle.avgRight - centroid.x);
}
if ( !axle.numRight )
{
axle.numRight = 1;
axle.avgRight= centroid.x - (axle.avgLeft - centroid.x);
}
Original issue reported on code.google.com by [email protected]
on 17 Jul 2011 at 9:12
Right now the whole API is rigged up for frictionZ, but it doesn't actually do
anything. Implementing this will entail adding various applyForce() calls in
qb2Body::update() and qb2Shape::update().
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:20
So if you're using the precompiled .swc for QuickB2, you get public access to
all the behind-the-scenes stuff that is namespaced in order for "private"
members of classes to be able to talk to each other (like the friend modifier
in C++). At best this horribly confuses the API, at worst it gives outside
access to stuff that definitely should not be accessible.
Anyone know how to fix this???
- Doug
Original issue reported on code.google.com by [email protected]
on 14 Mar 2011 at 8:26
Summary says it all!
Original issue reported on code.google.com by [email protected]
on 6 Oct 2012 at 6:42
I can't get CS5 to import the QuickB2.swc and when compiling from source files
I get stuck on this:
"import cmodule.Box2D.*;" I can't find this cmodule thing.
An example or detailed instructions on how to use QuickB2 in flash cs5 would be
great. (If it is even possible.)
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 4:15
Yea, this is important.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:13
Giving still more and more of these errors when moving qb2Group via applying
applyTorque()
Assertion failed: (m_contactCount < m_contactCapacity), function Add, file
../Box2D/Dynamics/b2Island.h, line 74.
[object AlchemyExit]
at MethodInfo-635()
at MethodInfo-278()
at QuickB2.objects.tangibles::qb2World/step()
at QuickB2.objects.tangibles::qb2World/enterFrame()
and
Assertion failed: (m_entryCount < b2_maxStackEntries), function Allocate, file
../Box2D/Common/b2StackAllocator.cpp, line 38.
[object AlchemyExit]
at MethodInfo-635()
at MethodInfo-278()
at QuickB2.objects.tangibles::qb2World/step()
at QuickB2.objects.tangibles::qb2World/enterFrame()
Original issue reported on code.google.com by [email protected]
on 26 Aug 2011 at 8:00
do I have to switch some setting, drawDebug() works but draw() is not called at
all why?
Original issue reported on code.google.com by [email protected]
on 28 May 2011 at 5:15
I found qb2Body never sleep!
CPU has always maintained in a higher level.
My question in out?
Original issue reported on code.google.com by [email protected]
on 13 Jul 2011 at 8:29
Just like with the rectangle shape proxy, users working in a .fla should be
able to mess with circles any way they like. If the result is a non-circular
shape, then it should be approximated with a polygon.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 9:10
Hello, doug!
My car movement is very choppy, what could be the problem?
My code is slightly modified CarDriving class from example.
I use this settings:
stage.frameRate = 61; //(100 results same result)
world.actor = addChild(new Sprite());
world.maximumRealtimeStep = 1.0 / 20.0;
world.gravity.y = 10;
world.start();
playerCar.mass = 1000;
playerCar.tractionControl = false;
Please, review my example in attachment or by this link
http://hldm.ru/temp/car.swf.
Thank you for the engine!
Original issue reported on code.google.com by [email protected]
on 9 May 2013 at 11:03
This would just be a nice touch for those using the visual editor for FlashCSx.
If the icons clearly delineated what they represent, it could potentially
increase work flow a lot too.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:16
What steps will reproduce the problem?
1.Create new project in FDT 4, or open an existing project.
2.Add QuickB2.swc to the classpath
What is the expected output? What do you see instead?
Expect SWC's contents to be browsable, and for code completion to recognise it.
Instead, there appears to be nothing inside the SWC and FDT does not
code-complete for any of qb2's classes.
What version of the product are you using? On what operating system?
qb2 v0.6
windows 7
fdt 4.3.1
Please provide any additional information below.
The same SWC does work in flashDevelope. (i will be sending the issue to FDT as
well, i suspect it might have to do with being HaXe-compiled)
Original issue reported on code.google.com by [email protected]
on 20 May 2011 at 8:36
I have an error about "...qb2Object.as, Line 50 1045: Interface
srIDebugDrawable2d was not found." when I'm trying to test the new demos.
I've already updated the dependencies folder and the surRender library is there
Original issue reported on code.google.com by [email protected]
on 22 Mar 2011 at 10:24
Right now these types of functions only work when the object is in the world,
because the call is passed on to Box2D. When an object isn't in the world,
custom as3 code should handle the request. Right now a zero-length vector is
returned.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2010 at 6:40
I'm creating online game where a 2D-cyclist is moving along a hand-drawn path
(simplier version of canvasrider.com). I need to move whole world left/right so
the cyclist remains centered. While moving world using world.translateBy()
called from within qb2UpdateEvent.POST_UPDATE handler it's pretty damn slow
(around 0-10fps). Is there some different way to move world with all of the
objects inside it?
Thanks
Original issue reported on code.google.com by [email protected]
on 16 Aug 2011 at 2:00
Version: 2.0.6
function: shiftToOptimalGear
line: 175
code:
var estimatedTireRotSpeed:Number = linearSpeed / _carBody.tires[0].metricRadius
you should use a driven tire. you are doing the assumption that all the tires
has the same radius.
if I use a car with front wheel radius < rear wheel radius, and the rear wheels
are the driven ones, that your code produce a wrong result.
(in any case, you should check if the carBody has at least 1 tire :) )
Original issue reported on code.google.com by [email protected]
on 18 Jul 2011 at 9:01
This is *mostly* done, and can load most things reliably as long as there are
no joints. Basically joints just need to be added, and the whole class
stress-tested.
Original issue reported on code.google.com by [email protected]
on 3 Dec 2010 at 11:09
What steps will reproduce the problem?I download source from svn, but it has
many errors. So I don't use it. Please Correct it and build swc 2.0.6.5.
Original issue reported on code.google.com by [email protected]
on 12 Jul 2012 at 3:28
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