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Author Topic: Video entites, Menu music & Random Idle Animations  (Read 15427 times)

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vadbag

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Video entites, Menu music & Random Idle Animations
« on: March 11, 2006, 01:59:29 AM »

Hi!

1.I've just read this thread: http://forum.dead-code.org/index.php?topic=1077.0
And my question is: How do I actually insert the video as an entity in the scene?

2.I want my game to change to the main theme music when I enter the Main Menu, so I figured out how to do it, but when I want to return to the game the Menu music continues to play! :'( How can I change it back to the music of the scene?
Thanx!

EDITED: Changed the title to a more appropriate one.
« Last Edit: March 11, 2006, 03:33:28 PM by vadbag »
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Mnemonic

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Re: 2 q-s
« Reply #1 on: March 11, 2006, 09:15:43 AM »

1. You don't. Any entity of your scene can become a "video entity" if you call its PlayTheora() method from a script.
var SomeEntity = Scene.GetNode("some entity name");
SomeEntity.PlayTheora("some_video.ogg");

2. There are 10 music channels available to you, so simply pause your main music channel when entering the menu, play the menu music in another channel, and when leaving the menu stop the menu music channel and resume the original one.

Game.PauseMusic();
Game.PlayMusicChannel(1, "menu_music.ogg");
...
Game.StopMusicChannel(1);
Game.ResumeMusic();
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Thanx
« Reply #2 on: March 11, 2006, 12:48:14 PM »

 ;D ;D ;D
Thank you!!! It works now (I mean the music thing)

Just one more question. There was this thread in the forum: http://forum.dead-code.org/index.php?topic=585.0
So, I put this code:

Code: [Select]
#include "scripts\base.inc"

var IsIdle = false;
var IdleStartTime = 0;

while(true) // endless loop
  {
   if(Game.Interactive == true) // is the actor doing something?
     {
      if(!IsIdle)
         {
          // actor enters idle state
          IsIdle = true;
          IdleStartTime = Game.CurrentTime;
          }
       else if(Game.CurrentTime - IdleStartTime > 5000) // is the actor idle for 5 seconds?
         {
         IdleStartTime = Game.CurrentTime;
         switch(Random(1, 6))
             {
               case 1: actor.PlayAnim("actors\sharik\idle\01\idle.sprite"); break;
               case 2: actor.PlayAnim("actors\sharik\idle\02\idle.sprite"); break;
               case 3: actor.PlayAnim("actors\sharik\idle\03\idle.sprite"); break;
               case 4: actor.PlayAnim("actors\sharik\idle\04\idle.sprite"); break;
               case 5: actor.PlayAnim("actors\sharik\idle\05\idle.sprite"); break;
               case 6: actor.PlayAnim("actors\sharik\idle\06\idle.sprite"); break;
             }
         }
    }
    else IsIdle = false; // actor is busy; set IsIdle to false
    Sleep(100); // wait for 100 milliseconds
 }

It works, but only one time.  :-\ When I make the actor to do something and then again leave him idle he doesn't play those random animations. Is there anything wrong with the code.

Thanx!
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Mnemonic

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Re: 2 q-s
« Reply #3 on: March 11, 2006, 12:54:58 PM »

The script probably gets interrupted as the actor starts performing other action while playing the idle animation. Try using PlayAnimAsync instead of PlayAnim to prevent this.
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Re: 2 q-s
« Reply #4 on: March 11, 2006, 01:07:53 PM »

Sorry, I'm quite new to wme.  ::) Where do I put the PlayAnimAsync?

Thanks!
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Re: 2 q-s
« Reply #5 on: March 11, 2006, 01:28:12 PM »

In the code above replace PlayAnim with PlayAnimAsync. That way your idle script won't wait for the actor to finish the animation, and cannot be interrupted by other script, which orders the actor to do something else.
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Re: 2 q-s
« Reply #6 on: March 11, 2006, 01:37:20 PM »

Thank you for your time!  But it still doesn't work, the way I want it to work.

Now the actor stops in the middle of the action  :-\ If, for example I make him walk, at some point he just stops and play the random sprite.  :-[
What I want him to do is to play the random animation only when the actor is in standing position. Perhaps, I should make the script to check whether the actor is in stand.sprite, and then allow the animations to play?  ??? How should I do it?
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Re: 2 q-s
« Reply #7 on: March 11, 2006, 01:54:24 PM »

Well in the original script in the thread you mentioned above there was a condition "if(actor.Ready) ...". That's exactly what you need to add to your script.
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Re: 2 q-s
« Reply #8 on: March 11, 2006, 02:07:22 PM »

Thank you very much!!!!  ::rock ::rock
It works!!!  ;D ;D ;D
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Re: 2 q-s
« Reply #9 on: March 11, 2006, 03:12:01 PM »

Dear Mnemonic,

Just one more thing. In my random animations the actor turns to different directions, but after the animation is finished, he returns to the initial direction. How can I make him to stay in the directions of the random animation?

I tried this:
Code: [Select]
switch(Random(1, 6))
 {
 case 1: actor.PlayAnimAsync("actors\sharik\idle\01\01.sprite") && actor.Direction = DI_RIGHT; break;
 case 2: actor.PlayAnimAsync("actors\sharik\idle\02\02.sprite") && actor.Direction = DI_DOWN; break;
 case 3: actor.PlayAnimAsync("actors\sharik\idle\03\03.sprite") && actor.Direction = DI_LEFT; break;
 case 4: actor.PlayAnimAsync("actors\sharik\idle\04\04.sprite") && actor.Direction = DI_UP; break;
 case 5: actor.PlayAnimAsync("actors\sharik\idle\05\05.sprite") && actor.Direction = DI_LEFT; break;
 case 6: actor.PlayAnimAsync("actors\sharik\idle\06\06.sprite") && actor.Direction = DI_DOWN; break;
 }

But it doesn't work :'( The wme just crashes.
How can I do it?
« Last Edit: March 11, 2006, 03:20:12 PM by vadbag »
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Re: Video entites, Menu music & Random Idle Animations
« Reply #10 on: March 11, 2006, 03:39:36 PM »

just put away those two &&. They don't make any sense.

It should look like:

case 1:
   actor.PlayAnimAsync("actors\sharik\idle\01\01.sprite");
   actor.Direction = DI_RIGHT;
   break;

etc.
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Re: Video entites, Menu music & Random Idle Animations
« Reply #11 on: March 11, 2006, 04:02:42 PM »

Thanks indeed! Works well!  ;D
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Re: Video entites, Menu music & Random Idle Animations
« Reply #12 on: March 12, 2006, 01:22:25 AM »

Hi again!

Everything was working just fine until I created a second scene. Now when I start the game the random animation script works, then I go to the secod scene, where it also works. However, if I return to the first scene, the script stops working quite often.  :( :( :(

Here is the full code that I'm using:
Code: [Select]
#include "scripts\base.inc"

var IsIdle = false;
var IdleStartTime = 0;

while(true) // endless loop
  {
   if(actor.Ready && Game.Interactive == true) // is the actor doing something?
     {
      if(!IsIdle)
         {
          // actor enters idle state
          IsIdle = true;
          IdleStartTime = Game.CurrentTime;
          }
       else if(Game.CurrentTime - IdleStartTime > 1000) // is the actor idle for 10 seconds?
         {
         IdleStartTime = actor.Ready;
         switch(Random(1, 7))
             {
               case 1: actor.TurnTo(DI_DOWN);
                   actor.PlayAnimAsync("actors\sharik\idle\01\stand.sprite");
                   actor.Direction = DI_DOWN;
                   Sleep(1000);
                   break;
               case 2: actor.TurnTo(DI_RIGHT);
                   actor.PlayAnimAsync("actors\sharik\idle\02\stand.sprite");
                   actor.Direction = DI_RIGHT;
                   Sleep(1000);
                   break;
               case 3: actor.TurnTo(DI_LEFT);
                   actor.PlayAnimAsync("actors\sharik\idle\03\stand.sprite");
                   actor.Direction = DI_LEFT;
                   Sleep(1000);
                   break;
               case 4: actor.TurnTo(DI_UP);
                   actor.PlayAnimAsync("actors\sharik\idle\04\stand.sprite");
                   actor.Direction = DI_UP;
                   Sleep(1000);
                   break;
               case 5: actor.GoTo(Random (1,800), Random(1,600));
               Sleep(1000);
               break;
               case 6: actor.GoTo(Random (1,800), Random(1,600));
               Sleep(1000);
               break;
               case 7: actor.GoTo(Random (1,800), Random(1,600));
               Sleep(1000);
               break;
             }
         }
    }
    else IsIdle = false; // actor is busy; set IsIdle to false
    Sleep(100); // wait for 100 milliseconds
 }

Can anybody suggest how to avoid this problem?

Thanx!
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Re: Video entites, Menu music & Random Idle Animations
« Reply #13 on: March 12, 2006, 09:36:23 AM »

Just two obvious errors:
1) 1000 milliseconds is not 10 seconds, it's 1 second
2) you may want to use GoToAsync instead of GoTo for the same reasons you had to use PlayAnimAsync

Also, I don't see a reason for those Sleep() calls after each action.
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Re: Video entites, Menu music & Random Idle Animations
« Reply #14 on: March 12, 2006, 02:01:10 PM »

Thank you for your answer!  ;D

1)I know about 1 second  :D I just put it for the testing purposes, so that I don't wait 10 sec until the actor starts using the script.
2)I'll try GoToAsync.

I put sleep calls temporalily, util I make the random animations. So far they consist of one frame, so I wanted the game to waint for some time. The same with walking. Without the sleep() calls the actor just goes to a point and then immediately performes another animation.

After I posted my problem here, I tested the game several times and found out that it's not just returning to the previous scene. The problem happens at different time during the game. Sometimes I return to the first scene 5 or 6 times and everything works OK.

I think that the script gets interrupted somehow during the game. But I'll try GoToAsync, and see If it helps.

Thanx!
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Re: Video entites, Menu music & Random Idle Animations
« Reply #15 on: March 12, 2006, 02:50:08 PM »

Unfortunately, the problem still exists.  :'( :'( :'(
This time I didn't go to the second scene at all, I just was clicking in different places on the screen quite actively and when I stopped the actor wouldn't play the random animations.
Is it a bug?  :o
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Re: Video entites, Menu music & Random Idle Animations
« Reply #16 on: March 12, 2006, 06:15:39 PM »

 :'( :'( :'(

So, nobody can help me?
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Re: Video entites, Menu music & Random Idle Animations
« Reply #17 on: March 12, 2006, 08:01:29 PM »

Did you actually try to put something like Game.Msg("Test"); inside of that idle time loop
so you can make propper diagnostics why is not called what you are looking for?
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Re: Video entites, Menu music & Random Idle Animations
« Reply #18 on: March 12, 2006, 08:03:25 PM »

btw. this line looks quite suspicious to me.

IdleStartTime = actor.Ready;

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Re: Video entites, Menu music & Random Idle Animations
« Reply #19 on: March 12, 2006, 08:38:29 PM »

>btw. this line looks quite suspicious to me: IdleStartTime = actor.Ready;

Originally, it was IdleStartTime = Game.CurrentTime; And I can't remember now why I changed that  ::)

Just changed it back, so far works well, but I'll continue testing, and If there'll be any problem I'll try Game.Msg("Test");

Thank you very much for your time and your help!  ::thumbup
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Re: Video entites, Menu music & Random Idle Animations
« Reply #20 on: March 12, 2006, 08:56:54 PM »

 :( :(

Hmm. The same thing. Tried Game.Msg("Test"); Basically at some point the script just stops running. In the debug mode I see 8 Running scripts in the beginning, and when idle.script stops I have only 7 scripts.

What I can't understand is why it stops.  ???
Any idea, anybody?
« Last Edit: March 12, 2006, 09:01:54 PM by vadbag »
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Re: Video entites, Menu music & Random Idle Animations
« Reply #21 on: March 12, 2006, 09:18:38 PM »

Some news. I have idle.script as a separate file, so I thought that I should try to put the idle.script code inside my actor script. In my actor script I had footstep sounds code. So, I added idle script code and ran the game. After some time of active mouse clicking my actor script stopped running. I think there is either something wrong in the idle.script code that stops it and this "something" is linked to active mouse clicking, or it is a bug in WME.  :(

Any idea?
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Re: Video entites, Menu music & Random Idle Animations
« Reply #22 on: March 12, 2006, 11:42:34 PM »

I think, I found out what is wrong with the script.  ;D ;D ;D

As you can see:
Code: [Select]
         switch(Random(1, 7))
             {
               case 1: actor.TurnTo(DI_DOWN);
                   actor.PlayAnimAsync("actors\sharik\idle\01\stand.sprite");
                   actor.Direction = DI_DOWN;
                   break;

I use "actor.TurnTo" and it has the same problem as when I was using "actor.PlayAnim". Thanks to Mnemonic for telling me to change this to "actor.PlayAnimAsync"  ;D . The problem occur If the player clicks the mouse while the actor turns. Thus, I desided to use "actor.TurnToAsync". However, now the actor doesn't wait until turning animation is finished and plays random animation. So, turning animation is unnoticeable. I tried to overcome this with adding Sleep(40); 40 is the time required for playing two turn sprites.

Now my code looks like this:
Code: [Select]
         switch(Random(1, 7))
             {
               case 1: actor.TurnToAsync(DI_DOWN);
                   Sleep(40);
                   actor.PlayAnimAsync("actors\sharik\idle\01\stand.sprite");
                   actor.Direction = DI_DOWN;
                   break;

 ::beer What do you think about this new script? Might I improve it in any way?
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Re: Video entites, Menu music & Random Idle Animations
« Reply #23 on: March 13, 2006, 11:31:10 AM »

I was thinking about it, and I think a clean solution would be the following:

Divide the code into two parts, one part will manage the idle state, it will run in the endless loop, count the time etc. When the idle condition is met, it will trigger an "idle" event in the actor (actor.ApplyEvent("idle");). The on "idle" handler will do the actual stuff with walking, turning, playing animations etc.
The advantage would be that you could use the normal GoTo, PlayAnim, TurnTo methods, because whenver the idle action is interrupted by the player, only the on "idle" thread will be terminated, and the managing thread will continue running.

I hope that makes some sense. I didn't actually test it, but it should work.
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Re: Video entites, Menu music & Random Idle Animations
« Reply #24 on: March 13, 2006, 11:12:54 PM »

Thank you, I got your Idea, but I didn't quite understand what I change.

I tried this
Code: [Select]
         switch(Random(1, 7))
             {
               case 1: actor.ApplyEvent("idle1"); break;
               case 2: actor.ApplyEvent("idle2"); break;
               case 3: actor.ApplyEvent("idle3"); break;
               case 4: actor.ApplyEvent("idle4"); break;
               case 5: actor.GoToAsync(Random (1,800), Random(1,600));
               break;
               case 6: actor.GoToAsync(Random (1,800), Random(1,600));
               break;
               case 7: actor.GoToAsync(Random (1,800), Random(1,600));
               break;
             }

and it didn't work. Then I tried this:
Code: [Select]
      if(!IsIdle)
         {
          // actor enters idle state
          IsIdle = true;
          IdleStartTime = Game.CurrentTime;
          }
       else if(Game.CurrentTime - IdleStartTime > 500) // is the actor idle for 10 seconds?
         {
         actor.ApplyEvent("idle"); break;
         }

Doesn't work either.  :(

Which part exactly should I transfer to my actor's script under on "idle"?

Thanx!
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Re: Video entites, Menu music & Random Idle Animations
« Reply #25 on: March 14, 2006, 07:50:10 PM »

I meant something like this:

Code: [Select]
#include "scripts\base.inc"

var IsIdle = false;
var IdleStartTime = 0;

while(true) // endless loop
{
  if(actor.Ready) // is the actor doing something
  {
    if(!IsIdle)
    {
      // actor enters idle state
      IsIdle = true;
      IdleStartTime = Game.CurrentTime;
    }
    else if(Game.CurrentTime - IdleStartTime > 5000) // is the actor idle for 5 seconds
    {
      IdleStartTime = Game.CurrentTime;
      actor.ApplyEvent("idle");
    }
  }
  else IsIdle = false; // actor is busy; set IsIdle to false
  Sleep(100); // wait for 100 milliseconds
}

////////////////////////////////////////////////////////////////////////////////
on "idle"
{
  // do some idle processing here
  actor.Talk("Yawn!");
  actor.GoTo(Random(0, 1000), Random(0, 600));
}
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Re: Video entites, Menu music & Random Idle Animations
« Reply #26 on: March 14, 2006, 08:03:06 PM »

 ;D ;D ;D

Mnemonic, you are great!  ::rock

Everything works! Thak you very much indeed!
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vadbag

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Re: Video entites, Menu music & Random Idle Animations
« Reply #27 on: March 15, 2006, 04:25:02 PM »

Hi!

Is there a possibility to preload those random animation sprites?  ??? I'm asking because before a random animation is played the game freezes for a second, obviously to load the animation.

Thanx!  :)
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Mnemonic

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Re: Video entites, Menu music & Random Idle Animations
« Reply #28 on: March 15, 2006, 08:12:55 PM »

You can preload the animations by assigning them to some "ghost" entity(ies) and preloading those entities into memory witg Game.LoadEntity().
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vadbag

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Re: Video entites, Menu music & Random Idle Animations
« Reply #29 on: March 15, 2006, 09:56:29 PM »

OK, I did what you suggested.  ::) I added Game.LoadEntity(); in game.script.  Now I got a "corpse" hanging down from the ceiling in every scene  ;D ;D ;D because my preloaded "ghosts" entities are visible... It would be great, if I was making a horror game,  :D  but I'm not! How can I hide this "gost"?
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Mnemonic

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Re: Video entites, Menu music & Random Idle Animations
« Reply #30 on: March 15, 2006, 10:55:27 PM »

SomeEntity.Active = false;
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vadbag

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Re: Video entites, Menu music & Random Idle Animations
« Reply #31 on: March 15, 2006, 11:47:50 PM »

Thank you! :) :) Works now.
And sorry for asking you so much!  ;) I really appreciate all your help!

Thanx!
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Re: Video entites, Menu music & Random Idle Animations
« Reply #32 on: March 19, 2006, 01:03:24 PM »

I think, I'll ask it in here. My actor walks with a variabe speed (sometimes faster, sometimes slower). Is it normal? May it be just because of loading sprites, or something else?

Thank you!  :)
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