Insert clicks counter in p5 - numbers

I'm new and I start using coding for a university project using p5.js
I would like to know how to insert in my pag a click counter, in which text numbers change when mouse is clicked.
I hope someone could help me, thanks! :)

Stack Overflow isn't really designed for general "how do I do this" type questions. It's for more specific "I tried X, expected Y, but got Z instead" type questions. So you should really try something and post an MCVE when you get stuck. Recommended reading: How to Program.
That being said, I can try to help in a general sense:
Step 1: You need to store the number of clicks in a variable.
Step 2: Increment that variable whenever the user clicks.
Step 3: Use that variable to display the clicks. Start out by just printing it to the console, then display it using the text() function, and then go from there if you want to do something more complicated.
If you're stuck on a specific step, then please post an MCVE showing exactly what you tried (in a new question post), and we'll go from there. Good luck.

//defining a variable to store the number of clicks
var clicks = 0;
function setup() {
createCanvas(windowWidth, windowHeight);
}
function draw() {
background(50);
//text formatting
noStroke();
fill(255);
textSize(80);
textAlign(CENTER, CENTER);
//displaying number of clicks
text(clicks, width/2, height/2);
}
//function is called when user clicks
function mousePressed() {
//add 1 to variable clicks
clicks ++;
}

Related

In LibreOffice Calc change the size of a shape by clicking it

I have several shapes in LO Calc and I need those shapes to change their sizes when they are mouse clicked: the first click enlarges the shape, the second click restores the original size.
I'm trying to do this with a macro assigned to those shapes. My problem and my question: how to determine within a macro which shape has been clicked?
I know how to get the current selected shape:
dim doc as object
doc = ThisComponent
someVar = doc.CurrentSelection...
But a shape when clicked is not getting selected and this method is not working.
I tried to add a parameter for the event object to the macro:
sub ChangeSize( oEvent )
But this produces a message about wrong number of parameters.
Is there a way to detect the caller of a macro in LO Basic? Or maybe another way to implement size changing with a mouse click?
P.S. One can use a separate button for calling the macro and click this button after selecting the needed shape, but this way is less convenient.
EDIT: As I guessed below in the comments, the described task can be solved via the mouse and shape coordinates. The key points for the solution I found here:
How to get Document-Coordinates from a Mouse Click in an OpenOffice BASIC Macro
Instead of detecting the caller, assign a different one-line macro for each shape clicked event.
Sub ShapeClickedA
ChangeSize("ShapeA")
End Sub
Sub ShapeClickedB
ChangeSize("ShapeB")
End Sub
Related: LibreOffice macro showing simple TextBox shape
P.S. After answering, I realized you asked the linked question as well. How is this different, and is the other answer not satisfactory?

Best approach getting answer from multiplay text boxes

I've created multiple text fields where each text field accepts only 1 character and then moves to the next box. I would like to check users answer when all the text fields are filled but I'm a bit confused as to how to do so.
My first approach was to create an answer String and every time textFieldDidChange is called I add to the String the textfield.text but how can I know when all the boxes been filled and call the checkAnswer function another issue is that if the user decides to fill the boxes in a different order then when I compare the user answer to the correct answer it obviously comes incorrect as the order is different.
[here's a pic of the boxes every game round it generates a different number of boxes depending on the answer
If you know how many number of textFields you have then, you can add a property observer to yourAnswerString and as soon as the value of yourAnswerString becomes equal to numberOfTextFields, it will call the check Answer function automatically.
var yourAnswerString = "" {
didSet {
if yourAnswerString.count == numberOfTextFields {
self.checkAnswer()
}
}
}

How to change what I've set a key to do in ahk

I'm trying to make a script for a game called Hearthstone. The script will be used to press a certain button and play a certain card. The only problem I have is that the cards change position based on how many you have. So I want to know how I could make buttons to choose the amount of cards in my hand.
I've come across the Hotkeys command but it seems to be more of a toggle thing. All the cards are bound from 1-10 and was thinking that I could make it so ^1-^10 represents how many cards I have but I don't know how I could do that.
Oleg's comment was more of my answer than I thought.
setting ^1 to ^1::numCards=1 and so on, I was able to set an if statement to do what I wanted something to do when the variable numCards equated to different things. Such as:
1:
if numCards = 1
{
do thing
}
return
and so on...

Show/ hide Unity 3D elements

I hope I am posting in the correct section. I know that it is possible to write a custom code in Unity so I have the following questions:
Imagine a house model in Unity. Would it be possible to have a code which helps to hide/unhide certain objects? For example, letter "W" would hide/unhide all windows, letter "C" would hide/unhide all columns etc.
If it would be possible to develop a code for that, what would be the workflow? How would Unity know what is window and what is door?
Taking one step further.. Would it be possible to have a code that unhides the next step of the project. For example, the first step would be building foundations. Would it be possible to have a code that would unhide the next step, say, 1st floor floor element, with a klick of a keyboard key? And then with the same key unhide the next step which might be 1st floor walls. And would it be possible with another key go backwards?
If such code would be possible, what do you think would be the workflow? How would Unity know which element is in which step?
Yes just have a class with an array of objects to show/hide and another property for what button will do it. Then just have a method that will hide/unhide each object in that class. In the update method of a behavior just check the input and call the method of the class based on what button was pressed.
Would it be possible to have a code which helps to hide/unhide?
Yes, you can do that by calling GameObject.SetActive() function
door.SetActive(true); // door is a game object;
How would Unity know what is window and what is door?
You can give the window/door a name, then access the game object by name
var door = GameObject.Find("MyDoor") as GameObject;
Would it be possible to have a code that would show the next step, say, 1st floor floor element, with a klick of a keyboard key?
Yes, you can do that with code snippet below:
int step = 1;
void Update() {
if (Input.GetKeyDown("space")){
print("space key was pressed");
step++;
}
if(step == 1) {
// do sth
}
else if(step == 2) {
// do sth
}
}
Given the above snippet, your last answer can be easily deduced.
I see 2 ways of doing what you asked.
1st way
GameObject[] walls;
walls = GameObject.FindGameObjectsWithTag("Wall");
foreach (GameObject wall in walls)
{
wall.setActive(true);
}
What you will have to do, besides the code, is to assign to those object a correct tag (like "Wall" "Window" "WatheverYouWillNeed"). So you can easily find all objects by giving them some kind of order (with tags).
Best practice tip
You may want to create a static class "Tags", and set public constants string inside the class, with all tag names.
public static class Tags
{
public static const WINDOW_TAG = "Window";
// ... more tags
}
2nd way
If what you want to set is only "visibility", you may want to modify only camera tag rendering. It doesn't even require any cycle at all. When you want to view windows, you just tell your camera to render the tag "Window".
// Turns on Windows Layer on mask using an OR operation
private void Show()
{
camera.cullingMask |= 1 << LayerMask.NameToLayer("Window");
}
// Turn off the bit using an AND operation with the complement of the shifted int:
private void Hide()
{
camera.cullingMask &= ~(1 << LayerMask.NameToLayer("Window"));
}
It may look odd the second option, but keep in mind that the cullingMask is composed of bits, and every bit is a Layer defined by your tags. The "Everything" culling mask is 111111. If you want to see only Window, for example, and window is the last element, your culling mask would look something like 0000001
Hope it helped! :)

QCompleter and Tab key

I'm trying to make a Completion when pressing tab, you get the first completion of all possibilities.
But, in a QWidget-based main window, pressing tab will make that QLineEdit lost focus, and completion popup hides after that.
Is there a way to fix it ?
Have you tried to subclass QLineEdit and intercept the key press event?
Alternatively you could set up an event filter.
Whew. It took me some time to figure this out :) Multiple times I have tried to solve this problem, but always gave up. Now, I dug enough to find the answer.
OP, please pardon me, because the code here is Python, but should be understandable and work for C++ as well.
Basically, the problem I had was "how to select an entry in the QCompleter"; I didn't notice before, but the answer is in the popup() method. QCompleter works with a model and a view, which contains the things to show.
You can change the current row as you wish, then get the index of that row in the model, then select it in the pop-up.
In my code, I subclassed QLineEdit, created a tabPressed signal which is emitted every time Tab is pressed. Then, connected this signal to a method of the same class which does this:
get the current index;
select the index in the popup;
advance to the next row.
As implementation, this is very trivial, but for my current purpose this is enough. Here's the skeleton (just for the tab part, it's missing the model and everything else).
class MyLineEdit(QLineEdit):
tabPressed = pyqtSignal()
def __init__(self, parent=None):
super().__init__(parent)
self._compl = QCompleter()
self.tabPressed.connect(self.next_completion)
def next_completion(self):
index = self._compl.currentIndex()
self._compl.popup().setCurrentIndex(index)
start = self._compl.currentRow()
if not self._compl.setCurrentRow(start + 1):
self._compl.setCurrentRow(0)
def event(self, event):
if event.type() == QEvent.KeyPress and event.key() == Qt.Key_Tab:
self.tabPressed.emit()
return True
return super().event(event)
You may need to adjust/fix few things, but this is the basic idea.
EDIT:
For details see
http://www.qtcentre.org/threads/23518-How-to-change-completion-rule-of-QCompleter
There's a little issue: when Return is pressed, the things don't work properly. Maybe you can find a solution to this problem in the link above, or in the referenced resources therein. I'll fix this in the next few days and update this answer.
There is probably a better solution but one that comes to mind is to change the focus policy for all other widgets on the form to something that doesn't include "tab" focus. The only options that don't use the tab key are Qt::ClickFocus and Qt::NoFocus.