SpriteKit Entity Component System - cooldown timer with display element - sprite-kit

In an Entity Component System, what's the correct way to create a cooldown timer that has a display element that could be attached to a button for example?
My initial thought is to separate out the timer and progress bar components individually whereby the timer either delegates back to the entity to update a progress bar via a specific number/percentage or the timer tries to grab the correct component from the entity itself and update it. This way I've split up all the concerns into separate components. But should this actually all be in one component such as a timerProgressBarComponent seen as it's "one job". Ideally this will add a display element to an existing sprite to showcase how long is left.
In case you want some more context, I'm thinking in terms of a button at the moment that can only be pressed every 10 seconds, but I want to update the ui with an indication of how long is left and once the 10 seconds is up make the button tappable again.

There is no "correct way" only what you prefer. If I was doing this, I would separate out timer to allow for various types of progress bars, but that does not mean that it is not feasible for a progress bar to contain its own timer and still act as a single component.

Related

Unity - Animator Controller - Store previous state

I have a locker with 4 drawers. Every drawer is an individual object. Every drawer has its own animation for opening it. I have a problem with transition. If I open the first drawer and then open the second (or third), the first drawer will automatically close.
The next picture shows the object after the first animation (ThirdDrawer_Open)
The next picture shows the object after the second animation (SecondDrawer_Open)
I want to store the previous state of animation so when I open the second drawer, the previous one doesn't close/end.
From the Animation States docs, there are various exposed properties on states that you can edit. One property is called Write Defaults. From the docs, it is described as
Whether or not the AnimatorStates writes back the default values for
properties that are not animated by its Motion.
In your case, if this is enabled whenever you change your states for drawers, it will write the defaults back to the other drawers causing them to close. A solution would be to un-toggle this property so defaults are not written, or you can forcibly overwrite these values at runtime using WriteDefaultValues. I generally prefer the prior solution as WriteDefaults can be a headache to figure out and work with at times.

Can I add 2 different button classes' in a trigger under the main tag and get proper data in my GA?

In a pricing page, there is a "Buy" button when user clicks on the button, it takes to a page where the user chooses payment type and again there is a button with another class, I want to track both of them. Is it possible to set up 2 button classes(in one trigger) under the button click tag and get proper data in GA?
You can achieve this, but not in this way, as visible on your screenshot. These conditions have AND relation. So your current trigger requires a click on an element with a class containing payment-button price-btn AND btn-pay at the same time.
So you need to create two separate triggers for the two class variants, and attach both of them to the same tag as firing triggers, as those will have OR condition among themselves.
Please note, that payment-button price-btn will look for this string. So if there's any chance, that the classes don't appear in this exact order, you might want to go for just one of them, or separate these two classes in two rows of one trigger, payment-button and price-btn.

NSButton in Swift, handle click and release events

i'm trying to manage different state of a simple push button on an OS X application : When the user click on it, and when the user release the click.
Currently i set my button type by NSMomentaryLightButton
NSMomentaryLightButton When the button is clicked (on state), it
appears illuminated. If the button has borders, it may also appear
recessed. When the button is released, it returns to its normal (off)
state.
This type of button is best for simply triggering actions because it
doesn’t show its state; it always displays its normal image or title.
This option is called Momentary Light in Interface Builder’s Button
inspector
I thought it was the good way, but when i print my button status, it's like a toggle button than the push button that i set. As you can see on exemple gif
To sum up, How can i have a real push button behaviour ? Call function when the user click on it, and when the user release the click.
Thank,
You don't want to use buttons for piano keys. First, they are non-rectangular, and they don't act as buttons do: neither single-action push-button, nor toggle switches. You are interacting in a custom way, with a custom view, meaning the NSButton control hierarchy isn't called for. Instead you're subclassing NSView and capturing low-level mouse events as detailed here:
https://developer.apple.com/library/prerelease/content/documentation/Cocoa/Conceptual/EventOverview/HandlingMouseEvents/HandlingMouseEvents.html#//apple_ref/doc/uid/10000060i-CH6-SW1
You found this yourself as you detailed in your own comments, but I wanted to make sure you had a higher level point of view. It's even possible, and probably best, to consolidate all of the piano keys into a single view, and let the keys themselves be rendered using NSBezierPath and perform mouse hit detection using containsPoint:
https://developer.apple.com/library/mac/documentation/Cocoa/Reference/ApplicationKit/Classes/NSBezierPath_Class/#//apple_ref/occ/instm/NSBezierPath/containsPoint:
This is a lot more work but the only way to make a truly professional looking piano simulation. Then you can render the keys with whatever outline, fill, and labeling you need without the limitations of built-in button shapes and layout. You could even have the bottom edges of the keys slightly rounded, for example, or apply a shiny texture.

Presenter saves the textbox value in gwtp, gwt

I tried to develop a shopping cart application.
I am able to process the deal. but when the user click the fresh start after completing the deal the first page starts with the value which I have entered previously.
I am using gwtp, uibinders, I have back, cancel, next functionality in series of screens.
what to do to make sure the screen is blank for every new start of deal.
I don't know which design pattern you use, but usually a "view" keeps its state after it is hidden. When you show your view the second time, you have to reset the values of all fields (textboxes, inputs, etc.), or they will show their state from the previous time.

Lose events for extjs form

I have a big form on extjs which opens in window, and, for speed reasons, i cache it in hidden panel. There is can be only one window at time, so the cached form is single too. On show event i add form to window, with no rendering and with suspendLayout option for form. On close event i move the form to hidden panel, with panels add method. I do not use remove method not for window not for panel. So, for several times all perfect, but after 3- 5 window openings form lose all of its events: buttons, comboboxes, triggers and other controls are not responding. Where is the problem? Thank you.
It is difficult to know for certain but my theory is that the observable object that your listeners are setup on is garbage collected at some indeterminate time period of inactivity.
I have seen this occur on an object representing the body of an iframe that is watched from the parent window. Click events from the body will work for some time and then all events will stop.
One way to test the theory is to store object reference in a global variable - this is NOT what you want to do in any app but worth a try just to test. Global vars are never garbage collected.