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31
Issues Help Desk / game end EVENT issues
« on: May 12, 2014, 10:34:10 pm »
The event other -> game end does not work.
I placed code in game end event
display_set_size(800,600);
just for testing......
When starting game in obj create I use HD 1080, it sets it fine,
but when game ends it stays at the game's resolution,
so the code in game end event is not executed.
game start / game end and room create don't work.
A temporary solution I would use until it is fixed
is creating a controller obj, setting an event destroy code to change back screen resolution and game end.
And in a game where that controller obj is called to be destroyed game will end and display resolution changes back. Only problem this won't work if user
attempts to exit game by ESC or other means
so have to disable exit keys (not practical).
I placed code in game end event
display_set_size(800,600);
just for testing......
When starting game in obj create I use HD 1080, it sets it fine,
but when game ends it stays at the game's resolution,
so the code in game end event is not executed.
game start / game end and room create don't work.
A temporary solution I would use until it is fixed
is creating a controller obj, setting an event destroy code to change back screen resolution and game end.
And in a game where that controller obj is called to be destroyed game will end and display resolution changes back. Only problem this won't work if user
attempts to exit game by ESC or other means
so have to disable exit keys (not practical).
32
Programming Help / Random number questions
« on: May 11, 2014, 08:06:00 pm »
My question regards random numbers in ENIGMA. Back in the days I was reading the GMC I remember many complaints from people that numbers were not truly random and had a tendency of repeating in patterns. It was mentioned by YYG that this was by design to allow easy tracing and debugging and was suggested to people that they use randomize ();
Since ENIGMA is based off of C++, does it work the same ? Do I have to use random seed or just randomize for truly random sequences ?
Also does the randomize() also affect all random functions such as random range ?
Thanks.
Since ENIGMA is based off of C++, does it work the same ? Do I have to use random seed or just randomize for truly random sequences ?
Also does the randomize() also affect all random functions such as random range ?
Thanks.
33
Programming Help / Question on variables and arrays (important)
« on: May 09, 2014, 06:40:09 pm »
Ok now I understand all about variable types and how one must declare variables and the different ways to do so.
I also know that variables take memory and by declaring them it reserves memory for them at runtime right ?
Example
int a[100]
Would initialize an array of a with 99 blocks contiguous memory allocations right?
My questions are as follows.
Now this would be a static array if not mistaken.
1. What if I don't know in advance the size of my array and would like to leave it dynamic how would I go about?
2. Let's say I do not need the array anymore but want to free the memory used of a[0] to a[99] (the array I declared), how would I do this ?
3. IS it necessary to manually free all variable and arrays before my program exits or is it done automatically ?
I also know that variables take memory and by declaring them it reserves memory for them at runtime right ?
Example
int a[100]
Would initialize an array of a with 99 blocks contiguous memory allocations right?
My questions are as follows.
Now this would be a static array if not mistaken.
1. What if I don't know in advance the size of my array and would like to leave it dynamic how would I go about?
2. Let's say I do not need the array anymore but want to free the memory used of a[0] to a[99] (the array I declared), how would I do this ?
3. IS it necessary to manually free all variable and arrays before my program exits or is it done automatically ?
34
Issues Help Desk / Blend mode not working in DX9
« on: May 09, 2014, 01:10:14 am »
I have this code in draw event
in create I have set variable r=100 and m to 1.
This sets the default radius to 100 and alpha to 1.
Through a step event I control the alpha and radius using keyboard.
This worked fine in OGL1, OGL3, in DX9, the glow light circle does not show at all.
If I were to use
draw_circle_color(mouse_x, mouse_y, r, c_white, c_black, 0);
without the blend modes,
that would work in DX9, and display a white to black gradiant circle as it should.
So blend mode does not work in DX9 in ENIGMA.
Is this normal?
Code: [Select]
draw_set_blend_mode( bm_add );
draw_set_alpha(m);
draw_circle_color(mouse_x, mouse_y, r, c_white, c_black, 0);
draw_set_blend_mode( bm_normal );
draw_set_alpha(1);
draw_text(10,10,"Alpha: "+string(m));
draw_text(10,20,"Radius: "+string(r));
in create I have set variable r=100 and m to 1.
This sets the default radius to 100 and alpha to 1.
Through a step event I control the alpha and radius using keyboard.
This worked fine in OGL1, OGL3, in DX9, the glow light circle does not show at all.
If I were to use
draw_circle_color(mouse_x, mouse_y, r, c_white, c_black, 0);
without the blend modes,
that would work in DX9, and display a white to black gradiant circle as it should.
So blend mode does not work in DX9 in ENIGMA.
Is this normal?
35
Issues Help Desk / User events not working.
« on: May 07, 2014, 07:21:53 pm »
Before someone asks me to read docs, I did. This is definition of user events as per GMS:
So, from what I understand, these events called by the running game can include blocks of code.
I created a user defined 0 event, in which I placed
code game_end();
Inside the object's step event I check for keyboard
up key and execute the event user defined 0, which
should end game right ?
Does not work, nothing happens.
I even tried commenting out the if, just for testing purposes and nothing happens.
Mind you this is just out of curiosity, as I would probably use control objects if need be. but I would like to know why this does not work.
Quote
User Defined Event
These are special events that are not triggered by GameMaker: Studio itself, but have to be implicitly called by you from a code box while the game is running. These events can contain code or actions and do the same things as any other event, making them very useful for creating your own events that happen when you decide and not GameMaker: Studio decides!
So, from what I understand, these events called by the running game can include blocks of code.
I created a user defined 0 event, in which I placed
code game_end();
Inside the object's step event I check for keyboard
up key and execute the event user defined 0, which
should end game right ?
Code: [Select]
// in step event
if keyboard_check_direct(vk_up)
{
event_perform(ev_user0,0);
}
Does not work, nothing happens.
I even tried commenting out the if, just for testing purposes and nothing happens.
Mind you this is just out of curiosity, as I would probably use control objects if need be. but I would like to know why this does not work.
36
Programming Help / Very hard time with ENIGMA (while, for, until, etc.)
« on: May 07, 2014, 12:07:06 am »
I am working with experimenting with different things
What is not working for me is loops, while, do, until, variables are broken like it's not possible.......
Here is just an example and yes I used in the create event i=0. Again I repeat, I tried with global, int, you name it I tried it.
This is in draw event, and as you may have already guessed it this is causes a incremental counter to draw until it reaches 100 then it draws steady at 100.
Now, there are other ways of doing this, and initially I tried using for but it did not work I tried everything, global, int, var, storing i in another variable, nothing worked.
This does not work......for some odd reason i starts at 100. Same if I use other methods except with the method #1 inside the string(i++).
Does nothing, nothing gets drawn so this proves the code is not being executed. I purposely removed the last line draw_text without the i++, as it would have mislead you and showed the last digit of i displayed, so I removed it for debugging purposes.
Looked in GMS's docs, and that is how they document while and how it's supposed to be used.
Now it's funny because while worked in other areas
of my code, here is an example where I used while and it worked, for horizontal collision, in this example Hspd is set to +4 if player presses right and -4 if player presses left, and if a collision is detected ahead of time, it will move the player 1 pixel at a time until it touches the wall, sort of like the move to contact thingy. This works fine.
This works, so why does a simple counter loop with while does not ?
Here is another example not involving the draw event, this is in an object's step event, again i was set to 0 in create code. an object with a sprite,
In this example the object should move 1 pixel at a time until it moved 100 total pixels.
When run the object appears nowhere, as probably i is having some garbled values. tried with int, i starts at 100 and stays there.
I made my own debug in draw event
draw_text(10,10,"Variable i : "+string(i));
draw_text(10,20,"Value of x : "+string(x));
Result when run, i is 100 instantly,
What is not working for me is loops, while, do, until, variables are broken like it's not possible.......
Here is just an example and yes I used in the create event i=0. Again I repeat, I tried with global, int, you name it I tried it.
Code: [Select]
if i < 100
{
draw_text(10,10,"Count: "+string(i++));
}
else
draw_text(10,10,"Count: "+string(i));
This is in draw event, and as you may have already guessed it this is causes a incremental counter to draw until it reaches 100 then it draws steady at 100.
Now, there are other ways of doing this, and initially I tried using for but it did not work I tried everything, global, int, var, storing i in another variable, nothing worked.
Code: [Select]
for (i=0; i < 99; i++)
{
draw_text(10,10,"Count: "+string(i));
}
This does not work......for some odd reason i starts at 100. Same if I use other methods except with the method #1 inside the string(i++).
Code: [Select]
{
while (i < 100)
{
draw_text(10,10,"Count: "+string(i++));
}
}
Does nothing, nothing gets drawn so this proves the code is not being executed. I purposely removed the last line draw_text without the i++, as it would have mislead you and showed the last digit of i displayed, so I removed it for debugging purposes.
Looked in GMS's docs, and that is how they document while and how it's supposed to be used.
Now it's funny because while worked in other areas
of my code, here is an example where I used while and it worked, for horizontal collision, in this example Hspd is set to +4 if player presses right and -4 if player presses left, and if a collision is detected ahead of time, it will move the player 1 pixel at a time until it touches the wall, sort of like the move to contact thingy. This works fine.
Code: [Select]
if place_meeting(x+Hspd,y,wall)
{
while (!place_meeting(x+sign(Hspd),y,wall)) x+=sign(Hspd);
Hspd = 0;
}
This works, so why does a simple counter loop with while does not ?
Here is another example not involving the draw event, this is in an object's step event, again i was set to 0 in create code. an object with a sprite,
Code: [Select]
for (i=0; i < 100; i++)
{
x=i
}
In this example the object should move 1 pixel at a time until it moved 100 total pixels.
When run the object appears nowhere, as probably i is having some garbled values. tried with int, i starts at 100 and stays there.
I made my own debug in draw event
draw_text(10,10,"Variable i : "+string(i));
draw_text(10,20,"Value of x : "+string(x));
Result when run, i is 100 instantly,
37
Programming Help / C++ questions!
« on: May 04, 2014, 02:10:14 pm »
I am considering soon playing around with QT, VisualC++, ECLIPSE, etc. I am looking to make experiment with console apps and GUI apps and goal eventually to code my own resource packer and handler in C++ for use in my ENIGMA project, for games where I would directly access individual external resources packed into single files.
But for now let's focus on stand-alone EXE compiled from C++.
Now please correct me if I am wrong.
I am to understand that if my source C++ is a console app and uses the standard libraries, my final EXE will run without any dependency .... meaning a person running my EXE will not require to install .NET or VC runtimes or any DLLs......Right ?
What if I wanted to do stuff in QT or Visual C that involves a GUI, (forms, windows, etc.)
I am to understand these are the ones to use dependencies by the final EXE......Right?
Now a lot of software require you to install .NET or the visual C runtime, obviously dynamic linking makes smaller files and static linking can be a pain or not recommended, etc. I mean it's obvious most software out there requires dependencies, even commercial games, GUIs, tools, require user installed libraries, dependencies, runtime stuff, etc. I have no problem with that. But as opposed to having a user install them (some people fear installs ) can I have the compiler automatically add all the dependencies required included in the same folder as my EXE ? this way when the EXE is run it would use the whatever it needs directly in the installed folder instead of having it installed by the user ? I hope this is not confusing
So question is this since I have never use said apps. How do I know which dependencies my EXE will require installed.
I mean on my windows I already have .NET and all the runtime libs and DLL installed ,but if I give the EXE to someone else, what will they need ? Is there a tool inside those apps that will automatically tell me what dependencies my EXE will require ? What if they do have dependencies, is there a way to create an auto installer that will check system for dependencies and if they are not installed / install them ?
Also heard from people QTCreator makes big EXEs ...... and that you require a special license to distribute your EXE, is this true ? thousands of $? IS this the same for Visual C++ or ECLIPSE or other tools ?
Thanks for the help.
But for now let's focus on stand-alone EXE compiled from C++.
Now please correct me if I am wrong.
I am to understand that if my source C++ is a console app and uses the standard libraries, my final EXE will run without any dependency .... meaning a person running my EXE will not require to install .NET or VC runtimes or any DLLs......Right ?
What if I wanted to do stuff in QT or Visual C that involves a GUI, (forms, windows, etc.)
I am to understand these are the ones to use dependencies by the final EXE......Right?
Now a lot of software require you to install .NET or the visual C runtime, obviously dynamic linking makes smaller files and static linking can be a pain or not recommended, etc. I mean it's obvious most software out there requires dependencies, even commercial games, GUIs, tools, require user installed libraries, dependencies, runtime stuff, etc. I have no problem with that. But as opposed to having a user install them (some people fear installs ) can I have the compiler automatically add all the dependencies required included in the same folder as my EXE ? this way when the EXE is run it would use the whatever it needs directly in the installed folder instead of having it installed by the user ? I hope this is not confusing
So question is this since I have never use said apps. How do I know which dependencies my EXE will require installed.
I mean on my windows I already have .NET and all the runtime libs and DLL installed ,but if I give the EXE to someone else, what will they need ? Is there a tool inside those apps that will automatically tell me what dependencies my EXE will require ? What if they do have dependencies, is there a way to create an auto installer that will check system for dependencies and if they are not installed / install them ?
Also heard from people QTCreator makes big EXEs ...... and that you require a special license to distribute your EXE, is this true ? thousands of $? IS this the same for Visual C++ or ECLIPSE or other tools ?
Thanks for the help.
38
Programming Help / B2D physics question
« on: May 02, 2014, 06:15:54 pm »
I'm going to start learning and use B2D for my physics projects since the settings through the IDE (room setting and object setting) are not implemented.
I had a question regarding setting the points, I remember from GMS that there was a limit of 6 points. On GMS you can set up physics fully through the IDE, so you could not go more than 6 points. Was this a GMS set limit or is this a limit on the physics engine?
In ENIGMA do I still have the limitations ?
Thanks.
I had a question regarding setting the points, I remember from GMS that there was a limit of 6 points. On GMS you can set up physics fully through the IDE, so you could not go more than 6 points. Was this a GMS set limit or is this a limit on the physics engine?
In ENIGMA do I still have the limitations ?
Thanks.
39
Tips, Tutorials, Examples / Compile to several languages online! Amazing site!
« on: April 30, 2014, 12:18:13 am »
Look at this gem:
http://www.compileonline.com/
They do log your IP and log everything you do,so be cautious with what you do and say
Nice place to experiment a little and see results.
http://www.compileonline.com/
They do log your IP and log everything you do,so be cautious with what you do and say
Nice place to experiment a little and see results.
40
Programming Help / How do I use DLL inside ENIGMA?
« on: April 29, 2014, 07:25:43 pm »
Can I use DLL libraries inside my projects ?
If so how do I do that ?
I am eventually thinking of making custom functions in C++ and make them as DLL and call them from GML.
Remember I was talking that I wanted to write a custom library to handle individual external resources
files where I can store encrypted levels, sounds, video, etc. etc. etc. I could do that as scripts inside LGM, but I want to do those in C++ and create a DLL from it, and call the functions from GML.
Example function
Sound1=ExtResource("Sounds.res","intro.wav");
This would call the function I made in C++
which will handle all this automatically (calling an embedded index file in the res file and extract the right file).
If this can be done could someone guide me with
a very simple example?
Thanks.
ALSO if I use this method, according to the current license, do I also have to provide the source code for the DLL/ C++ ? or it is not necessary, only have to provide the EGM file ?
If so how do I do that ?
I am eventually thinking of making custom functions in C++ and make them as DLL and call them from GML.
Remember I was talking that I wanted to write a custom library to handle individual external resources
files where I can store encrypted levels, sounds, video, etc. etc. etc. I could do that as scripts inside LGM, but I want to do those in C++ and create a DLL from it, and call the functions from GML.
Example function
Sound1=ExtResource("Sounds.res","intro.wav");
This would call the function I made in C++
which will handle all this automatically (calling an embedded index file in the res file and extract the right file).
If this can be done could someone guide me with
a very simple example?
Thanks.
ALSO if I use this method, according to the current license, do I also have to provide the source code for the DLL/ C++ ? or it is not necessary, only have to provide the EGM file ?
41
Programming Help / How to do conditional branching in C++ ?
« on: April 29, 2014, 05:33:50 pm »
Ok I am aware of the variable types, int, double, char, bool, etc, and the operators, if / then etc.
Here is the scenario:
Ask a person to enter a number from 1 to 100.
On the condition that a valid range is entered,
output "The number you entered is (insert number here)".
Otherwise output "Invalid entry - try again"
and it would proceed to asking the question again
until a valid entry is entered.
Now I would know how to build this, and to declare an int variable, I know how to use cout and cin,
brackets, int main(), namespace, includes, etc.
and I know how to check variables with if/then.
There are 2 ways to do this
1) If the user does not input the correct range a message informs them that the entry is invalid and that the program is terminated.
2) The user is informed of an invalid range and is is informed to try again, where the same question will be asked ,for as long as the user enters the valid range.
How to do number 2 ?
In BASIC
10 PRINT"Enter a number from 1 to 100"
20 INPUT A
30 IF A < 1 OR A > 100 THEN PRINT "Invalid - try again":GOTO 10
40 PRINT"The number you entered is "A
50 END
In ASM you have JNE / JEQ to jump back to the code.
What do you do in C++ ?
Here is the scenario:
Ask a person to enter a number from 1 to 100.
On the condition that a valid range is entered,
output "The number you entered is (insert number here)".
Otherwise output "Invalid entry - try again"
and it would proceed to asking the question again
until a valid entry is entered.
Now I would know how to build this, and to declare an int variable, I know how to use cout and cin,
brackets, int main(), namespace, includes, etc.
and I know how to check variables with if/then.
There are 2 ways to do this
1) If the user does not input the correct range a message informs them that the entry is invalid and that the program is terminated.
2) The user is informed of an invalid range and is is informed to try again, where the same question will be asked ,for as long as the user enters the valid range.
How to do number 2 ?
In BASIC
10 PRINT"Enter a number from 1 to 100"
20 INPUT A
30 IF A < 1 OR A > 100 THEN PRINT "Invalid - try again":GOTO 10
40 PRINT"The number you entered is "A
50 END
In ASM you have JNE / JEQ to jump back to the code.
What do you do in C++ ?
42
Programming Help / How to declare variables in ENIGMA?
« on: April 29, 2014, 12:19:18 am »
I read a lot about data types, how do you declare those in ENIGMA ? they don't work
In this case variable a, I want it to be automatically declared to be an integer and discard fractions.
var int a
int var a
I tried all variations they don't work
Same for other data types (bool, double, char, etc.)
In this case variable a, I want it to be automatically declared to be an integer and discard fractions.
var int a
int var a
I tried all variations they don't work
Same for other data types (bool, double, char, etc.)
43
Issues Help Desk / B2D examples please....
« on: April 27, 2014, 02:12:04 pm »
Hello, until physics is fixed in LGM, as I'm assuming what is broken is setting physics properties from the IDE, perhaps the B2D GML commands work right ?
I read the B2d docs but would be more comfortable with an actual example. Could someone spare a physics example written with EGM ? I know there was one posted on the games page but links do not work.
assuming B2d works, I will learn that and use that. I have all the physics settings and "points" on the object, but don't know how to translate that to GML. You can do it directly from the IDE in GMS.
If someone has anything they made with B2D / physics working in ENIGMA if you don'T mind to share the source so I can get familiar with this.
Thanks.
I read the B2d docs but would be more comfortable with an actual example. Could someone spare a physics example written with EGM ? I know there was one posted on the games page but links do not work.
assuming B2d works, I will learn that and use that. I have all the physics settings and "points" on the object, but don't know how to translate that to GML. You can do it directly from the IDE in GMS.
If someone has anything they made with B2D / physics working in ENIGMA if you don'T mind to share the source so I can get familiar with this.
Thanks.
44
Programming Help / Does ENIGMA support command-line args ?
« on: April 26, 2014, 02:28:07 pm »
Example, I compile my game and call it game.exe.
I launch my game with game.exe /config
in this case my command line argument would be "/config".
IS it possible to pass along execution arguments to an ENIGMA program ?
I think this was possible with GM8.
If so, how do you do it ?
I launch my game with game.exe /config
in this case my command line argument would be "/config".
IS it possible to pass along execution arguments to an ENIGMA program ?
I think this was possible with GM8.
If so, how do you do it ?
45
Issues Help Desk / Physics does not work at all
« on: April 23, 2014, 11:33:56 pm »
Physics is broken it seems.
Tried enabling box2d, studio physics, etc. nothing works.
When enabling studio physics I get this:
Also I have set my project right and done all that should be done to set physics, object, room, only thing is the collision shape tab when clicked does nothing. In Studio a new window pops up where you set your points, in ENIGMA nothing happens.
Tried enabling box2d, studio physics, etc. nothing works.
When enabling studio physics I get this:
Quote
Building for mode (0)
Cleaning up from previous executions
- Cleared parsed objects
- Cleared room entries
- Cleared shared locals list
- Cleared event info
Loading shared locals from extensions list
Location in memory of structure: 498425b0
Copying resources:
Copying sprite names [1]
Copying sound names
Copying background names
Copying path names
Copying script names
Copying shader names
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented ]
Copying object names [1]
Copying room names [1]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
1 Objects:
obj_0: 12 events:
Event[4]: Parsing 1 sub-events:
Check `obj_0::collision_0... Done. Parse... Done.
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Finished
Writing executable information and resources.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing events
Linking globals
Running Secondary Parse Passes
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `mingw32-make.exe'
Full command line: mingw32-make.exe Game WORKDIR="C:/ProgramData/ENIGMA/" GMODE=Run GRAPHICS=Direct3D9 AUDIO=OpenAL COLLISION=None WIDGETS=None NETWORKING=None PLATFORM=Win32 CXXFLAGS="-I../Additional/i686-w64-mingw32/include" COMPILEPATH="Windows/Windows" EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Box2D Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/StudioPhysics Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="d:/tmp/egm4391669883938663407.exe" eTCpath=""
mingw32-make.exe -C ENIGMAsystem/SHELL
mingw32-make.exe[1]: Entering directory `D:/enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Audio_Systems/OpenAL/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Bridges/Win32-Direct3D9/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Collision_Systems/None/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/Direct3D9/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Graphics_Systems/General/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Platforms/Win32/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Alarms/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Box2D/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DataStructures/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/DateTime/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/MotionPlanning/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/ParticleSystems/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Paths/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/StudioPhysics/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/Timelines/
mkdir.exe -p C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Widget_Systems/None/
g++ -I../Additional/i686-w64-mingw32/include -IPlatforms/Win32/Info -IGraphics_Systems/Direct3D9/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/None/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/ProgramData/ENIGMA/ -Wall -s -O3 -fno-exceptions -MMD -MP -c -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/Extensions/StudioPhysics/SB2Dfunctions.o Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp
In file included from ../Additional/i686-w64-mingw32/include/Box2D/Common/b2Draw.h:22:0,
from ../Additional/i686-w64-mingw32/include/Box2D/Box2D.h:35,
from Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:36:
../Additional/i686-w64-mingw32/include/Box2D/Common/b2Math.h: In function 'bool b2IsValid(float32)':
../Additional/i686-w64-mingw32/include/Box2D/Common/b2Math.h:28:41: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
int32 ix = *reinterpret_cast<int32*>(&x);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_world_gravity(int, double, double)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:154:13: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_world(sb2dworld, index);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:89:20: note: in definition of macro 'get_world'
worldInstance* w = worlds[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_world_update(int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:161:13: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_world(sb2dworld, index);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:89:20: note: in definition of macro 'get_world'
worldInstance* w = worlds[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_world_update_settings(int, double, int, int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:168:13: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_world(sb2dworld, index);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:89:20: note: in definition of macro 'get_world'
worldInstance* w = worlds[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'int enigma_user::physics_fixture_create()':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:216:1: warning: no return statement in function returning non-void [-Wreturn-type]
}
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_fixture_bind(int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:221:15: warning: unused variable 'sb2dfixture' [-Wunused-variable]
get_fixture(sb2dfixture, id);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:93:22: note: in definition of macro 'get_fixture'
fixtureInstance* f = fixtures[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_fixture_set_collision_group(int, int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:231:15: warning: unused variable 'sb2dfixture' [-Wunused-variable]
get_fixture(sb2dfixture, id);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:93:22: note: in definition of macro 'get_fixture'
fixtureInstance* f = fixtures[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_fixture_set_transform(int, double, double, double)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:303:73: error: 'cs_angular_degrees' was not declared in this scope
sb2dfixture->body->SetTransform(b2Vec2(x, y), cs_angular_degrees(angle));
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_fixture_set_angle(int, double)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:315:93: error: 'cs_angular_degrees' was not declared in this scope
sb2dfixture->body->SetTransform(sb2dfixture->body->GetPosition(), cs_angular_degrees(angle));
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'double enigma_user::physics_fixture_get_angle(int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:408:59: error: 'cs_angular_radians' was not declared in this scope
return -cs_angular_radians(sb2dfixture->body->GetAngle());
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_apply_force(int, double, double, double, double, bool)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:458:37: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (int i = 0; i < fixtures.size(); i++)
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:457:15: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_fixture(sb2dworld, world);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:93:22: note: in definition of macro 'get_fixture'
fixtureInstance* f = fixtures[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'void enigma_user::physics_apply_impulse(int, double, double, double, double, bool)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:470:37: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (int i = 0; i < fixtures.size(); i++)
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:469:15: warning: unused variable 'sb2dworld' [-Wunused-variable]
get_fixture(sb2dworld, world);
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:93:22: note: in definition of macro 'get_fixture'
fixtureInstance* f = fixtures[id];
^
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp: In function 'double enigma_user::physics_fixture_get_angle(int)':
Universal_System/Extensions/StudioPhysics/SB2Dfunctions.cpp:409:1: warning: control reaches end of non-void function [-Wreturn-type]
}
^
g++ -I../Additional/i686-w64-mingw32/include -IPlatforms/Win32/Info -IGraphics_Systems/Direct3D9/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/None/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/ProgramData/ENIGMA/ -Wall -s -O3 -fno-exceptions -MMD -MP -c -o C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/SHELLmain.o SHELLmain.cpp
In file included from ../Additional/i686-w64-mingw32/include/Box2D/Common/b2Draw.h:22:0,
from ../Additional/i686-w64-mingw32/include/Box2D/Box2D.h:35,
from ./Universal_System/Extensions/Box2D/B2Dfunctions.h:24,
from ./Universal_System/Extensions/Box2D/include.h:29,
from C:/ProgramData/ENIGMA/API_Switchboard.h:41,
from SHELLmain.cpp:54:
../Additional/i686-w64-mingw32/include/Box2D/Common/b2Math.h: In function 'bool b2IsValid(float32)':
../Additional/i686-w64-mingw32/include/Box2D/Common/b2Math.h:28:41: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
int32 ix = *reinterpret_cast<int32*>(&x);
^
In file included from C:/ProgramData/ENIGMA/API_Switchboard.h:49:0,
from SHELLmain.cpp:54:
./Universal_System/Extensions/StudioPhysics/implement.h: In member function 'void enigma::extension_studiophysics::studiophysics_update()':
./Universal_System/Extensions/StudioPhysics/implement.h:28:24: error: 'worldInstance' was not declared in this scope
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:38: error: template argument 1 is invalid
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:38: error: template argument 2 is invalid
./Universal_System/Extensions/StudioPhysics/implement.h:28:50: error: invalid type in declaration before 'it'
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:50: error: invalid use of qualified-name '::iterator'
./Universal_System/Extensions/StudioPhysics/implement.h:28:50: error: expected ';' before 'it'
./Universal_System/Extensions/StudioPhysics/implement.h:28:50: error: 'it' was not declared in this scope
./Universal_System/Extensions/StudioPhysics/implement.h:28:55: error: 'worlds' was not declared in this scope
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:89: error: expected ')' before ';' token
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:91: error: 'it' was not declared in this scope
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
./Universal_System/Extensions/StudioPhysics/implement.h:28:95: error: expected ';' before ')' token
for (std::vector<worldInstance*>::iterator it = worlds.begin(); it != worlds.end(); it++) {
^
mingw32-make.exe[1]: Leaving directory `D:/enigma/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mingw32-make.exe: *** [Game] Error 2
Also I have set my project right and done all that should be done to set physics, object, room, only thing is the collision shape tab when clicked does nothing. In Studio a new window pops up where you set your points, in ENIGMA nothing happens.