Thank you for sharing your solution. Nowadays most Defold devs add a dependency to RenderCam or Defold-Orthographic and call it a day. Those extension do more or less what you did but nicely abstracted away and with more added benefits such as camera effects, camera follow, zoom and so on.
Thank you for the advice! Iāll look into both RenderCam and Defold-Ortho. It seems that my current setup only works for games that just use the default camera (ie. no camera).
How cost effective is the hash function?
Would it make sense to create a hashed module that contains all actions for the game and load them at startup or load them in the init function of each game object/gui script?
Hash is fast, but itās still more efficient to pre-hash everything. See this thread for other ways to do it Is calling hash() every time inefficient?
Also, itās good to keep all the pre-hashed values in variables so that you donāt accidentally misspell something.
Just little insight that maybe some newcomer didnt notice, in GUI when you want to sort like where the render first (Node), it must in order from the top to bottom list. To make sure you wanna move it, just press āalt + upā or āalt + downā to reorder the nodesā¦
The above tip for rearranging nodes is good for simpler UIs. For more complex GUI scenes youāre likely to want to use hierarchies and layers.
How to fixed uncaught unexpected data size
Fixing uncaught unexpected data size in html build.
This error happened when you make a build in windows and them commit that html build it git. When git commit it replace line endings. So file size can be changes and runtime canāt load it.
To fix it you need:
1)add .gitattributes file to project root
2)in that file add ā* binaryā. It said to git that all files is binary add it will not change file endings. example
* binary
3)commit that file
4)fixed current endings https://help.github.com/articles/dealing-with-line-endings/
Line break
There is a very useful property for text node in gui:
and for regural game objectās label:
that allows to divide the text and flow it over several lines without additional coding. Iāve discovered it right now, so Iām posting it for the others overlookers It is of course described in the documentation
Module with prehashed message ids
As many of you know, it is a good practice to pre hash message ids, so for a generic solution prepare a module (e.g. msgs.lua) that just returns one table with key indexed hashes of message ids, like this for example:
return {
-- SYSTEM MESSAGES:
CONTACT = hash("contact_point_response"), -- defold generated message, sent on one point collision of kinematic and dynamic objects
COLLISION = hash("collision_response"), -- defold generated message, sent on collision
TRIGGER = hash("trigger_response"), -- defold generated message, sent on trigger collision
ANIM_DONE = hash("animation_done"), -- defold generated message, sent when a sprite animation is done
SET_PARENT = hash("set_parent"), -- defold message to change parent for a game object
RAY_CAST = hash("ray_cast_response"), -- defold message sent as a response to a raycast
WIN_RESIZE = hash("window_resized"), -- defold message sent on window resize event
ENABLE = hash("enable"), -- enable game object or componenet
DISABLE = hash("disable"), -- disable game object or component
-- EXAMPLE MESSAGES:
TOUCH = hash("touch"), -- popular input for mobile control
ANIM = hash("animate"), -- play an animation (anim)
STOP_ANIM = hash("stop_animation"), -- stop any animation
FLIP = hash("flip"), -- flip a sprite
REGISTER = hash("register"), -- register as a subsriber to receive all messages from a publisher
UNREGISTER = hash("unregister") -- deregister form subscription list
}
and then use it after requiring globally once or locally per script, for example:
msgs = require "main.msgs"
like this:
if message_id == msgs.ANIM_DONE then ... end
Donāt name your module msg (it is used by Defold, e.g. msg.url()). Donāt send DISABLE message and then try to do something with a component/go - I spend whole day on finding bug, where I send DISABLE message because I tried to make something BEFORE deleting the object and was wondering why it is not perfomed and object disappers ANIM_DONE message is only sent after a animation that is not looped - so never wait for a looped animation to be done - use another variable to lock animation and unlock it if needed. WIN_RESIZE is useful when you want to manage different windowed appplication or mobile with horizontal and vertical GUI - you have to manage changes on your own and on this event it is possible. If you have any other useful messages or ideas to unify message system, share it
Shallow copying
Again, Iāve bumped into an unusual problem, that when realized could allow to make better programs in Lua. Iāve created a table - event, in a Lua module - events and a script with such update function:
function update(self, dt)
for key,state in pairs(events.event) do
print(key, self.events[key], state)
if self.events[key] ~= state then
print("Event changed!", key, state)
self.events[key] = state
events.post(key, state)
end
end
end
I simply wanted to check if anyone, having access to that module, changed one of the entries. If so, I would like to inform subscribers that should be notified about the change - events.post(key, state)
The problem I had was, that self.events[key] was always the same as events.event[key] (== state if loop). Why? I copied the events.event table to self.events in init:
self.events = events.event
And that was a mistake. I didnāt need another variable having this events.event table, but I needed a copy of it, so I can detect the difference and then change it inside if statement.
I found Luaās shallowcopy and deepcopy implementation
and it solved my problem!
self.events = shallowcopy(events.event)
I just discovered your book! Iām currently writing some documentation in french about Defold and Iām glad that other people are trying to share their knowledge as well! Good job!
In your book, you said that the builtins
folder is read only. Is this still the case as of today?
Yes. And any dependency for that matter is read-only
Perfect. Iāll add it to my doc then!
Yeah!!. It took me a long while to understand that userdata values are referenced by ā=ā operator and not equated
Parent-child relation in particle fx
Did you know you can apply different modifiers to specified emitters by making a child-parent relation?
In that case Radial and Vortex modifiers wonāt affects particles from emitter1.
Dynamic instance of watch - helper function
If you need to start a timer in a dynamically changing environment and you need to ensure, that you didnāt started any or overwrite the current ticking or cancel some countdown you can make use of this little wrapper module I wrote:
local WD = {}
local id = 0
function WD.create(delay, cb, repeat_flag)
local instance = {
delay = delay,
cb = cb,
repeat_flag = repeat_flag or false
}
id = id + 1
instance.id = id
instance.stop = function()
if instance.handle and instance.handle ~= timer.INVALID_TIMER_HANDLE then
timer.cancel(instance.handle)
instance.handle = nil
print("Stopped watch ", instance.id)
else
print("Stopping watch FAILED", instance.id, instance.handle)
end
end
instance.start = function()
instance.stop()
instance.handle = timer.delay(instance.delay, instance.repeat_flag, instance.cb)
assert(instance.handle ~= timer.INVALID_TIMER_HANDLE, "Starting watch FAILED - id:"..instance.id)
end
print("Created Watch with delay", delay)
return instance
end
return WD
Example:
local watch = require "path.to.watch"
local zoom_to_normal = watch.create(2, function() msg.post(HERO_CAM, m.ZOOM, {zoom = m.NORMAL}) end)
-- when input released try to start a timer, which will change the zoom after 2 sec:
zoom_to_normal.start()
-- when input is pressed cancel the current countdown (if any):
zoom_to_normal.stop()
Iām using it to because even if I trigger some countdown in one state, the player could quickly change it (move further, so youāre leaving idle state), so I needed to ensure the callback wonāt be called when Iām in different state - thus the .stop() method is useful.
Defold recently dropped support of Internet Explorer 11 for HTML5 builds. If you want to run your game on IE11 (but without sounds) then add this code to your engine_template.html
right after the <body>
tag.
Tested on Defold 1.2.167.
Changelog
2020-04-16 - Added āresumeā implementation for AudioContext for Edge ā¤18, Chrome <41, Firefox <40 browsers.
Typical random seed value of os.time()
is not the best choice because between subsequent launches the seed value changes too little, resulting in similar random values.
There are better alternatives. The first is to get the seed value from a memory address of a temporary Lua table.
math.randomseed(tonumber(hash_to_hex(hash(tostring({}))):sub(4, 8), 16))
The second is to use the fractional part of socket.gettime()
math.randomseed(100000 * (socket.gettime() % 1))