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slice example via svn didn't work properly

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

qb2ContactEvent.PRE_SOLVE disabling contact throws "Contacts can only be enabled/disabled for \"pre-solve\" events." even if it is preSolve type

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

Weird collision behavior

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

Please implement Ray Casting

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

Add a slice() function for all qb2Tangibles.

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

Follow common naming conventions in AS3

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

Cache potentially performance intensive property getters like centerOfMass and bounding representations.

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

Protected methods instead of Private

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

Fix tweaked out springs.

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

Pull the Alchemy port of Box2D automagically from the git repository.

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

How to use the WYSIWYG editor.

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

Tire Friction

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

Fix bound circle representations.

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

Implement Effects.

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

TopDown: Lateral and Longitudinal Weight Transfer

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

Bug on TopDown CarBody code

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

Implement frictionZ.

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

qb2_friend namespace access modifiers converted to public in .swc.

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

Using quickb2 in Flash CS5.

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

Assertion failed

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

draw() how to?

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

never sleep?

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

choppy movement

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

SWC not usable in FDT 4

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

problems with surRender library

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

world.translateBy() slow

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

Notice: topDown Transmission

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

Finish qb2FlashLoader

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

How to use quickb2 with fdt5?

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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