firkinfedup's Forum Posts

  • Good idea, I'll give it a go, have you any idea of the optimal / largest size to use?

  • I've attached the solution capx to this post.

  • I'm currently making a game where I have made a huge graphic as the backdrop for the level (3764, 2524), the player scrolls around the backdrop. This works great on PC, but messes up on iPad and I assume it's something to do with graphic size limitations.

    What's the best way to work with large backdrops? I would ideally like a single image as piece the level together with individual layered graphics would take too long. Any ideas?

    Many thanks in advance.

  • okay maybe not it won't let me...

  • Here is the capx file

  • Okay finally got it, much simplified using functions now,

    RotatePointX (object x, object y, area x, area y, angle)

    ((Function.Param(0) - Function.Param(2)) * cos(Function.Param(4)) - (Function.Param(1) - Function.Param(3)) * sin(Function.Param(4)) + Function.Param(2))

    RotatePointY (object x, object y, area x, area y, angle)

    ((Function.Param(0) - Function.Param(2)) * sin(Function.Param(4)) + (Function.Param(1) - Function.Param(3)) * cos(Function.Param(4)) + Function.Param(3))

    then to use it,

    Call set position on the object

    x = Function.Call("RotatePointX", PinObject.X, PinObject.Y, PinArea.X, PinArea.Y, PinArea.Angle)

    y = Function.Call("RotatePointY", PinObject.X, PinObject.Y, PinArea.X, PinArea.Y, PinArea.Angle)

  • Okay so here's the issue, firstly cos and sin expect the value in radians not degrees. So to convert to radians from degrees you do this,

    pi * angle / 180

    Although oddly when I try this in c# compared to construct 2 I get,

    C#

    radians =1.5707963267949

    cos = 6.12303176911189E-17 - sin = 1

    Construct 2

    radians =1.5707963267949

    cos = 0.9996242169 - sin = 0.0274121336

    also the bog standard windows calculator gives the same answer as construct 2. Weird?!

  • I have managed to get a single algorith working for 90 degree angles, But for some reason it's not working with anything inbetween,

    X =

    (((((PinArea.X -PinArea.Width / 2) + random(PinArea.Width)) - PinArea.X) * cos(PinArea.Angle) - (((PinArea.Y -PinArea.Height / 2) + random(PinArea.Height)) - PinArea.Y) * sin(PinArea.Angle)) + PinArea.X)

    Y =

    (((((PinArea.X -PinArea.Width / 2) + random(PinArea.Width)) - PinArea.X) * sin(PinArea.Angle) + (((PinArea.Y -PinArea.Height / 2) + random(PinArea.Height)) - PinArea.Y) * cos(PinArea.Angle)) + PinArea.Y)

  • I think I'm going to try rotating the x and y coordinates manually to put them within the rectangle at any angle, I'll update with my findings.

  • Hi there,

    thanks for the speedy response! I've tried as you suggested and that makes it work for horizontal also, but the only problem is that it means the sprite has to be in either vertical or horizontal orientation, it's a car sprite and can rotate 360 degrees.

    Sometimes the sprite is at 45 degrees or some other arbitrary angle.

  • I should add that they rotate with the sprite just fine, keeping their location within the container, it's just when adding them to the container it only works correctly when the sprite is portrait in orientation.

    This is my event

  • That's brilliant thanks, I done something very similar, it's surprising how easy it is to pick up construct2. I'm hoping to actually finish a game rather than losing interest half way through. It's going well at the moment!

  • Hi there,

    I have a spite that is acting like a bucket of sorts. It is rectangular and starts off portrait in orientation. I can easily pin objects to this area randomly scattered around its surface *but*, if I rotate the sprite 90% clockwise that doesn't take effect when pinning. It basically pins to the previous portrait orientation which is effectively now hanging off the edges of my sprite.

    Is there a way I can pin to this rectangle regardless of its rotation? Many thanks in advance.

    Nick.

    Correct

    Incorrect

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  • okay I worked around it by removing the scroll to behaviours and calling scroll to object when they move instead.

  • I've managed to get something working but have one flaw with it. When I switch to the player outside of the vehicle and enable "scroll to" for it, it scrolls to it but not completely, it follows it a bit bit the character can run off screen.