Hey guys and girls,
I just completed step 8 of the running frog tutorial and encountered an odd behavior. When mr. froggy runs into spikes of a platform on the ground, death animation plays, level gets resetted and the frog immediately dies again! After the second death everything is fine and it continues running.
For me it looks like the platform has not despawned when the hero is resetted, so it spawns in the spikes. I debugged the program with some print commands but the actions seem to be in the right order: message “reset” is sent to level.script in hero.script after the death animation. In level.script, the message with “reset” to hero.script is sent after all platforms have been deleted.
I think I stuck to the tutorial code, but to be safe, here is my code:
hero.script
-- gravity pulling the player down in pixel units/sˆ2
local gravity = -20
-- take-off speed when jumping in pixel units/s
local jump_takeoff_speed = 900
function init(self)
-- this tells the engine to send input to on_input() in this script
msg.post(".", "acquire_input_focus")
-- save the starting position
self.position = go.get_position()
msg.post("#", "reset")
-- keep track of movement vector and if there is ground contact
self.velocity = vmath.vector3(0, 0, 0)
self.ground_contact = false
end
function final(self)
-- Return input focus when the object is deleted
msg.post(".", "release_input_focus")
end
local function play_animation(self, anim)
-- only play animations which are not already playing
if self.anim ~= anim then
-- tell the spine model to play the animation
spine.play("#spinemodel", anim, go.PLAYBACK_LOOP_FORWARD, 0.15)
-- remember which animation is playing
self.anim = anim
end
end
local function update_animation(self)
-- make sure the right animation is playing
if self.ground_contact then
play_animation(self, hash("run_right"))
else
if self.velocity.y > 0 then
play_animation(self, hash("jump_right"))
else
play_animation(self, hash("fall_right"))
end
end
end
function update(self, dt)
local gravity = vmath.vector3(0, gravity, 0)
if not self.ground_contact then
-- Apply gravity if there's no ground contact
self.velocity = self.velocity + gravity
end
-- apply velocity to the player character
go.set_position(go.get_position() + self.velocity * dt)
update_animation(self)
-- reset volatile state
self.correction = vmath.vector3()
self.ground_contact = false
end
local function handle_geometry_contact(self, normal, distance)
-- project the correction vector onto the contact normal
-- (the correction vector is the 0-vector for the first contact point)
local proj = vmath.dot(self.correction, normal)
-- calculate the compensation we need to make for this contact point
local comp = (distance - proj) * normal
-- add it to the correction vector
self.correction = self.correction + comp
-- apply the compensation to the player character
go.set_position(go.get_position() + comp)
-- check if the normal points enough up to consider the player standing on the ground
-- (0.7 is roughly equal to 45 degrees deviation from pure vertical direction)
if normal.y > 0.7 then
self.ground_contact = true
end
-- project the velocity onto the normal
proj = vmath.dot(self.velocity, normal)
-- if the projection is negative, it means that some of the velocity points towards the contact point
if proj < 0 then
-- remove that component in that case
self.velocity = self.velocity - proj * normal
end
end
function on_message(self, message_id, message, sender)
if message_id == hash("reset") then
print(self.position.x)
print(self.position.y)
self.velocity = vmath.vector3(0, 0, 0)
self.correction = vmath.vector3()
self.ground_contact = false
self.anim = nil
go.set(".", "euler.z", 0)
go.set_position(self.position)
msg.post("#collisionobject", "enable")
elseif message_id == hash("contact_point_response") then
-- check if we received a contact point message
if message.group == hash("danger") then
-- Die and restart
play_animation(self, hash("die_right"))
msg.post("#collisionobject", "disable")
go.animate(".", "euler.z", go.PLAYBACK_ONCE_FORWARD, 160, go.EASING_LINEAR, 0.7)
go.animate(".", "position.y", go.PLAYBACK_ONCE_FORWARD, go.get_position().y - 200, go.EASING_INSINE, 0.5, 0.2,
function()
msg.post("controller#script", "reset")
end)
elseif message.group == hash("geometry") then
handle_geometry_contact(self, message.normal, message.distance)
end
end
end
local function jump(self)
print("jump")
-- only allow jump from ground
if self.ground_contact then
-- set take-off speed
self.velocity.y = jump_takeoff_speed
end
end
local function abort_jump(self)
-- cut the jump short if we are still going up
if self.velocity.y > 0 then
-- scale down the upwards speed
self.velocity.y = self.velocity.y * 0.5
end
end
function on_input(self, action_id, action)
if action_id == hash("jump") or action_id == hash("touch") then
if action.pressed then
jump(self)
elseif action.released then
abort_jump(self)
end
end
end
level.script
go.property("speed", 6)
local grid = 460
local platform_heights = { 100} --, 200, 350
function init(self)
msg.post("ground/controller#script", "set_speed", { speed = self.speed })
self.gridw = 0
self.spawns = {}
end
function update(self, dt)
self.gridw = self.gridw + self.speed
if self.gridw >= grid then
self.gridw = 0
-- Maybe spawn a platform at random height
if math.random() > 0.2 then
local h = platform_heights[math.random(#platform_heights)]
local f = "#platform_factory"
if math.random() > 0.99 then
f = "#platform_long_factory"
end
local p = factory.create(f, vmath.vector3(1600, h, 0), nil, {}, 0.6)
msg.post(p, "set_speed", { speed = self.speed })
table.insert(self.spawns, p)
end
end
end
function on_message(self, message_id, message, sender)
if message_id == hash("reset") then
-- Delete all platforms
for i,p in ipairs(self.spawns) do
go.delete(p)
end
self.spawns = {}
-- Tell the hero to reset.
msg.post("hero#script", "reset")
elseif message_id == hash("delete_spawn") then
for i,p in ipairs(self.spawns) do
if p == message.id then
table.remove(self.spawns, i)
go.delete(p)
end
end
end
end
Update
If I delete the spawns right before the death animations, it works. This is a workaround, but does not fix the actual problem.
If I don’t use death animation at all, it works as well.