cvp's Forum Posts

  • rexrainbows timer function could be used.

    Rex's timer function

  • As i wrote the HackCount is set to 0 for testing <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Something like this.

    .capx

    Note:

    I set the HackCount value to 0 to test it.

  • Its because your function call to "programTip" is called over and over again as long as the mouse is hovering over the "playerPrograms". Which makes it draw the text a lot of times.

  • Its because you destroy the tooltip when the layer ProgramSpawn is not visible. Which it is not at the beginning. And you only create the "ProgramTip" in on start of layout.

    As far as i can see.

  • v2k

    Something like this?

    .capx

  • Could you post your .capx file. Would help us in helping you.

  • You can change the bullet angle. in your case 180 degrees.

    Made a small example.

    .capx

  • Excal

    Dont know if you noticed.. but i am a bit bored today <img src="smileys/smiley1.gif" border="0" align="middle">

    You already have a family for your menu objects. So why not use them to reduce the amount of code you have?

    I have made a few alterations. Have a look at this .capx it should do the same as your code. But with less code.

    I moved your menu variables up to the family level as they were all the same. Then instead of calling a function for each i put those together as well.

  • Excal

    The reason why you are only seeing ? a menu background is because you spawn it half way out of your layout.

    Your image origin on the menu background (ProgramSpawnBG) is in the middle. I tried setting the Y value of the ProgramSpawnBG orgin to 0. That made the whole menu show.

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  • You wont get rid of me by making a new thread <img src="smileys/smiley17.gif" border="0" align="middle" />

    Looking at your capx atm but havent really found your issue yet. But... is there any reason why you create and destroy the menu each time? cant you just make the menu visible/invisible each time?

    There is also an issue with your tooltip not going away if you go from 1 spawntype to another. (because your destroy funtion only destroys the tooltip if you are not hovering over one of the spawnpoints) So if you get the tooltip for Hack and then move the mouse directly to Bitware then the tooltip for Hack will stay.

  • Excal .... ahh true <img src="smileys/smiley1.gif" border="0" align="middle" />

    But... then again.. that only works if you do not destroy spawnpoints. otherwise you can get 2 spawnpoints with the same number.

    e.g.

    spawnpointCount = 0

    create spawnpoint

    gets number 1

    spawnpointCount = 1

    create spawnpoint

    gets number 2

    spawnpointCount = 2

    create spawnpoint

    gets number 3

    spawnpointCount = 3

    destroy spawnpoint 1

    spawnpointCount = 2

    create spawnpoint

    gets number 3

    You see what i mean... So if you destroy spawnpoints you have to keep track of the numbering yourself.

  • That should be no problem. if you add spawnpoints on the fly just have a global variable named spawnpointCount. Then each time you add a spawnpoint set its spawnPointNumb to spawnpointCount+1 and also count up spawnpointCount --> spawnpointCount = spawnpointCount + 1

  • Sry what to you mean by no entry?

    Do you mean initial value? i hardcoded that. If you click the different spawnpoints in the layout you can see the variable is set.

  • Something like this?

    .capx