R0J0hound's Recent Forum Activity

  • I see what you mean but I’ve stopped working on plugins.

    You should be able to just use paster to do it. Use the draw texture with uv action and just set the uv’s to be the subimage.

    For example:

    U = xpixel / imagewidth

    It may fail if construct packs that image in the same texture as other frames on export.

  • If it’s consistently wider, maybe just using a smaller width would work when not in preview. I’ve pretty much abandoned this effect so I don’t know what’s amiss.

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  • You could reverse it by scaling by 1/scale instead of scale. Or you could store the original position and sizes to instance variables.

  • On your own site? I’d say anything is game.

  • If you want to do that in the editor you can select the objects, right click on that, and select wrap selection (shortcut key is return I think).

    If you want to do it when running the game you can do this:

    Global number scale=0.5

    Global number centerx=320

    Global number centery=240

    Start of layout

    — sprite: set x to (self.x-centerx)*scale +centerx

    — sprite: set y to (self.y-centery)*scale +centery

    — sprite: set width to self.width*scale

    — sprite: set height to self.height*scale

    That will scale around any center instead of just the object centers.

    To have actual resize handles at runtime is a bit more involved. There is a resize handle example you should be able to find with the search I think.

  • A couple ideas come to mind. One is to dynamically create some extra walls to help to box fall into the hole. Another is to check if there’s a hole below a box and have it shift a bit to align with it to drop in.

    The second idea seems a bit simpler to do. If everything is aligned on a grid then it’s a bit easier. So say the blocks are 32x32 and the ground is a grid of those boxes. I’m also assuming the boxes have their origin centered. You can calculate the closest grid position the box is on with:

    gridx=int((box.X-16)/32) *32+16

    gridy=int((box.y-16)/32) *32+16

    Then to see if there’s a hole below it check the point (gridx, gridy+32) to see if it’s overlapping anything.

    If it’s not you can then check if the x difference is close enough to make it shift into the hole. Here it would move into place if it was within 4 pixels.

    Compare Gridx > box.x

    Compare gridx-box.x <4

    — set x to min(box.x+1, gridx)

    Compare gridx<box.x

    Compare box.x-gridx <4

    — set x to max(box.x-1, gridx)

  • Ah ok. Seems like image tracing is what you want to do. Carry on.

    beguinner

    It's black because reading pixels with the canvas plugin takes so long. Give it a little bit.

    dop2000

    I made this a while back, It's much faster at reading the pixels, and avoids using the canvas plugin. It can't get the image from a sprite though.

    dropbox.com/s/soijvpnt8vjkcka/read_alpha_js.capx

    Even faster would be to save the tilemap to a file and load that later. At least as far as loading times go.

  • Well, cosp() is just a sine wave under the hood which is hard to adjust like that. It's probably too much math than what it's worth to find the polynomial that fits that curve, and while utilizing multiple bezier curves could work too it would still require some math solving.

    You could do a more visual method. I loaded your graph image as a sprite, and put the origin to the top left axis. Then turning on a 16x16 grid in the editor i added a 16x16 square sprite with the origin at the bottom left. I then placed copies one by one left to right over your graph image. The final step was to turn off the grid and resize the squares so the bottom left is on the curve on the image. Actually it worked out great since you seemed to use a 16x16 grid. An viola, we have manually defined the curve.

    dropbox.com/s/28qjc71ywa1g00p/custom_curve.capx

    There are probably simplifications of this.

  • I guess I’m having trouble following what is being asked.

    The op asks how to cover one object with another and the latest solution looks to be tracing the image of the red object to create a tilemap for collisions.

    Visually all that would change by covering one object by the other would be color. I’d think a different colored animation frame, or a color effect, or even a blend mode would work fine.

    If you do actually want that area replicated with blue rectangles, and that area is already made up of rectangles. Then you could also create a blue sprite for each red one and set the size and position to be the same.

    Any of those would be cheap instead of looping over the pixels to create a tilemap.

    In short I guess I’d want more details of what you want to do. You have a simple example, how about a deluxe one too. It would prolly better show what you want.

  • The simplest would be a condition to see if the variable is less than 5.

    Global number var=0

    On click

    Var < 5

    — add 1 to var

    If you want something more deluxe like being able to increase the var by other means then you’ll have to use another var as well.

    Global number var=0

    Global number clickcount=0

    Global number keypresscount=0

    On click

    Clickcount < 5

    — add 1 to var

    — add 1 to clickcount

    On key press

    Keypresscount < 5

    — add 1 to var

    — add 1 to keypresscount

  • Temp =cosp(low, high, month*2/12)

    Should do it if month is 1-12

  • Very cool tweak!