[Plugin] Matcher

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Antisuspend Plugin for Construct 3 prevents the runtime from getting suspended.
  • Great plugins. I love that so much is happening at the moment.

    Would you be able to post a simple match 3 swap capx ?

    Im a bit confused as to how this is done exacly.

    Anyway, thanks for the great plugins!

  • Seems like it could work for a slots game too... damn. I already hand coded everything so would be a pain to replace ;p Ah well, lesson is - if you ever wanna do something, check rex's plugins first!

  • procrastinator

    The root of board package is at this thread. You could find the plugins tree at this image.

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/Tilebased.jpg" border="0">

    BTW, I still had some un-released plugins.

  • Amazing thanks Rex??

  • Update:

    • Add an "if" condition:No matched pattern.
    • Add condition:On matched 2D template pattern.

    For example, there are three kinds of symbol on the board named "1", "2", "3". User want to pick all kinds of symbol with pattern

    ",x,
    *****
    ,x,"

    It needs assign

    ",1,
    1,1,1
    ,1,"
    ",2,
    2,2,2
    ,2,"
    ",3,
    3,3,3
    ,3,"

    In template pattern, user only need assign

    ",x,
    *****
    ,x,"

    x could be any kind of character.

  • Update

    Add condition:Any 1d pattern, Any N symbols, Any 2D pattern, Any 2D template pattern , to test if there is any pattern matched.

    This condition will return true when finding one matched pattern.

  • A match3 demo -- Bejeweled

  • Update

    Add condition:For each 1d pattern, For each N symbols,For each 2D pattern, For each 2D template pattern.

    Capx

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/screen1-31_zps6064fc54.png" border="0">

    User might use these condition directly to get matched symbols ( without call action:get matched tiles )

    And action:Force update symbol array. Now the plugin will only update symbol array (by trigger condition:on get symbol) one time at the same tick.

  • Heya,

    Can you post an example of the "Force update symbol" action being used? I'm trying to use it because some symbols are getting left behind unmatched, but I think I might be doing something wrong

  • Yanen

    Sample capx

    If you disable the action:"Force update symbol array", the condition:"On get symbol" will only loop 4 times to get all symbol on the board.

  • Yanen

    Sample capx

    If you disable the action:"Force update symbol array", the condition:"On get symbol" will only loop 4 times to get all symbol on the board.

    Hey, thanks for the reply. That clears it up

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  • Hi, Rexrainbow. I need your help, please!

    I'm testing the matcher plugin, and i have an issue with z indexes of chesses (i think).

    I've setup a tile board with three chesses on it, one of them movable with the keyboard. I want to destroy the three chesses when they meet in a horizontal row of three. The matcher does his job well and find the match, but when i try to destroy them, it only destroys the chesses that have the same z-index as the board (0). Is there any way to solve this? (if i change the z-index of the movable chess to 0 i can't move it)

    Here is an example capx (move down the chess and see what happens)

    docs.google.com/file/d/0B6gdXck1k_sHSHFLRENJUVFvSjg/edit

  • pcp

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/screen1_zpsd58c7b43.png" border="0" />

    Condition:Pick chess above tile UID
        Pick chess above tile UID.
            Chess ( object ) : Chess object.
            Tile UID ( any ) : Tile UID. Can be number or a tile UID list in JSON string.

    The parameter "Tile UID" of this condition could be a number or a JSON string, to pick the instance of chess above the tile(s).

    And the JSON string of these matched tiles could be got from (InstGroup) expression:GroupToString.

    So that you could set the z index of these chess to 1.

  • rexrainbow

    wow! you're great. Thanks again for your help!

  • Update

    Fix a bug.

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