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New Gideros Docs/Wiki...

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  • rrraptorrrraptor Member
    edited December 2019
    @MoKaLux It will be confusing here:
    https://wiki.giderosmobile.com/index.php/All_Classes_and_more
    MoKaLux said:

    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 :D
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  • MoKaLuxMoKaLux Member
    edited December 2019
    @rrraptor I have changed the name, everything is called Noise now.
    ps: I edited my previous post as well.

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  • 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
  • MoKaLuxMoKaLux Member
    edited December 2019
    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

    Voilà.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • hgy29hgy29 Maintainer
    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...
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  • MoKaLuxMoKaLux Member
    edited January 4
    Is this right?
    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!
    local mygeoloc = Geolocation.new()
    print(mygeoloc.getAccuracy())
    print(mygeoloc:getAccuracy())
    Should I change all methods in the wiki (except the new method) to have : instead of . ?

    Thank you.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • olegoleg Member
    Equivalent call forms:
    ObjectName: MethodName (Arguments)
     ObjectName. MethodName (ObjectName, Arguments)

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  • 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?
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • olegoleg Member
    MoKaLux said:

    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?

    No difference

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  • hgy29hgy29 Maintainer
    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

    Likes: MoKaLux

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  • MoKaLuxMoKaLux Member
    edited February 11
    thank you now that makes sense. It seems to be related to physical hardware components only: accelerometer, geolocation and gyroscope.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • 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?
    zip
    zip
    reactphysics3D_joints.zip
    73K
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  • hgy29hgy29 Maintainer
    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:
    world.joints_={}
    cube01body.joints_={}
    cube02body.joints_={}
    There will be memory leaks though, so not good for production, but enough for trying...

    Likes: MoKaLux

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  • MoKaLuxMoKaLux Member
    edited January 23
    I am almost finished with the reactphysics3d wiki?
    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:
    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...
    That worked :) .
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • MoKaLuxMoKaLux Member
    edited January 23
    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.

    Viva gideros! <3
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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  • hgy29hgy29 Maintainer
    Big thanks for your work @MoKaLux!
    MoKaLux said:


    Can somebody tell me if that breaks anything with gideros studio or if the grouping of things is wrong?

    I checked the API file generated from the wiki (https://wiki.giderosmobile.com/gidapi.php) and it seems correct.

    Likes: MoKaLux

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  • MoKaLuxMoKaLux Member
    edited February 18
    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 :*
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • Thanks for doing this
  • @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.

    Likes: MoKaLux

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  • thank you @keszegh I am starting to like the new wiki :)
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • olegoleg Member
    keszegh said:

    @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

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  • rrraptorrrraptor Member
    edited February 14
    MoKaLux said:

    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 :D 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.
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  • rrraptorrrraptor Member
    edited February 28
    For whatever reason, there is
    &quot;
    instead of actual " appears at https://wiki.giderosmobile.com/index.php/Sprite:set#Description

    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.
    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)
    @hgy29 any comment?)

    Edit:
    Ah, I see why :)

    Sprite code:
    int SpriteBinder::setAnchorPoint(lua_State* L)
    {
        StackChecker checker(L, "SpriteBinder::setAnchorPoint", 0);
     
        Binder binder(L);
        Sprite* sprite = static_cast<Sprite*>(binder.getInstance("Sprite", 1));
     
        lua_Number x = luaL_checknumber(L, 2);
        lua_Number y = luaL_checknumber(L, 3);
     
        float x1, y1, x2, y2;
        sprite->objectBounds(&x1, &y1, &x2, &y2);
        float width = x1 < x2 ? x2 - x1 : 0;
        float height = y1 < y2 ? y2 - y1 : 0;
     
        sprite->setRefXY(x * width, y * height);
     
        return 0;
    }

    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

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  • MoKaLuxMoKaLux Member
    edited March 2
    could someone please have a look at a new buttontext class I have added to the wiki?
    https://wiki.giderosmobile.com/index.php/UI_Buttons#Button_with_Text_and.2For_Images

    Do you see anything bad in the code please? :|
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • olegoleg Member
    MoKaLux said:

    could someone please have a look at a new buttontext class I have added to the wiki?
    https://wiki.giderosmobile.com/index.php/UI_Buttons#Button_with_Text_and.2For_Images

    Do you see anything bad in the code please? :|

    I don't think it makes sense to embed a whole class on wikipedia.

    It would be better to insert a githab link with a class and add usage examples to the wiki

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  • MoKaLuxMoKaLux Member
    edited March 2
    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 :/
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • olegoleg Member
    MoKaLux said:


    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



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  • rrraptorrrraptor Member
    edited March 5
    MoKaLux said:

    could someone please have a look at a new buttontext class I have added to the wiki?
    https://wiki.giderosmobile.com/index.php/UI_Buttons#Button_with_Text_and.2For_Images

    Do you see anything bad in the code please? :|

    Ive uploaded my simple UI library to github (see signature).
    It only have some basic elements (button, slider, checkbox (combobox), progress bar and group).
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  • MoKaLuxMoKaLux Member
    edited March 25
    MoKaLux said:

    The BIG ones are still a little bit messy: Facebook Instant Games, LiquidFun/Box2D, Noise, ReactPhysics3D

    I have updated the Noise wiki :) https://wiki.giderosmobile.com/index.php/Noise
    Mostly copy/paste. I am not sure about all the constants pages though :/ .

    EDIT: Facebook Instant Games, LiquidFun/Box2D, Noise, ReactPhysics3D
    THE WIKI IS NOW PERFECT IN PAR WITH GIDEROS :)
    What do you think?
    Vote +1 -1
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  • MoKaLuxMoKaLux Member
    @SinisterSoft oh la la I am really sorry I created two pages in the wiki that should be deleted :(
    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?
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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