ramones's Forum Posts

  • You have the array format wrong. Download your array2 as json and compare.

  • Do you want to just use the value of the variable or do you want to change the variable in the code? If you just need the value then you include it in the string the way you normally include a variable in a string:

    Browser: Execute javascript "some javascript code" & playerPoints & "more js code"

  • Event 11: You stop the ship moving when it's close to the target.

  • Seems it's only on the first tick that it doesn't calculate all the paths. If you add a little delay it works.

    I think pathfinding can have some anomalies when run at start of layout - like it can take 1 tick to update the obstacle map when changing layouts.

  • There's an example of counting up to a valuein x seconds. I suppose you could use the timer behavior now.

  • Set angle of motion to angle(self.x, self.y, player.x, player.y).

  • Browser.ExecJS("(function() {
      var text = '{""name"":""John Johnson"",""street"":""Oslo West 16"",""phone"":""555 1234567""}';
      var reference = JSON.parse(text);
      return reference.street;
    }());")[/code:vjk4iwxi]
  • Ok looking at the bird following events: the first two things that stand out are what codah already mentioned. No need to have everything under an 'Every tick' condition because the events run every tick anyway by default. And events 10/11 I guess were a copy/paste error.

    Then, there's no need to use the system pick conditions when there is a sprite picking condition that does the same thing. For example, you use both 'GoodWing: Is PickedUp' and 'System: Pick GoodWing by evaluating GoodWing.pickedUp' conditions that both do the same thing but the first is more readable. Also, 'System: Pick GoodWing where GoodWing.lineNum = 0' could be just 'GoodWing: lineNum = 0' (Sprite: Compare instance variable).

    All the GoodWing picking events have an 'Is pickedUp' condition, so you can take that out and move it up the top below the 'else' as it applies to all sub-events.

    And finally for the looping, instead of looping PickedCount times and keeping track of an index and so on, you could use 'System: For each (ordered)' to loop through each GoodWing ordered by lineNum.

  • I believe it's on the TODO list.

    [attachment=0:8lffszft][/attachment:8lffszft]

  • The sprites aren't properly created until the event that calls the function finishes. The sprite count IS updated immediately... but you can't access sprite.count if no sprite exists.

  • Sprite.Count will return 0 if there are no existing Sprites. You can't call an expression (.Count) on a Sprite object if there aren't any Sprite objects. It would be like using Sprite.X or Sprite.Width when no Sprites exist. It would just return 0.

    So after the function call where the objects don't exist yet, then there is no object to call object.count on. But if you had at least 1 object already on the layout then it would work.

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  • You can use the regex system expressions.

    Remove all spaces from string ("\s" matches any whitespace, "g" = global, replaces all occurences):

    RegexReplace(TextBox.Text, "\s", "g", "")[/code:2ddr5qdt]
    
    Count number of spaces:
    [code:2ddr5qdt]RegexMatchCount(TextBox.Text, "\s", "g")[/code:2ddr5qdt]
  • Have you got the color 'Alpha' setting set to 0?

  • You say your project file has the same info as the xml string in the example. Did you remove the extra quotation marks?

    When you load from string the xml is wrapped in double quotes and double quotes inside the xml are escaped with extra double quotes:

    "<?xml version=""1.0"" ?> ..."[/code:pwrgjhb8]
    But in the file you should just have:
    [code:pwrgjhb8] <?xml version="1.0" ?> ...[/code:pwrgjhb8]