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  • That should be fine.

  • You can either use one sprite and make it's collision polygon detailed enough to match the shape... Or you could use a bunch of sprites positioned and rotated to cover the shape.

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  • "while" can be very useful to use. No reason to avoid it. You just need to make sure you're not causing an infinite loop by using it.

    The method I proposed was to choose a random number and if it's either of the last two values it tries again. The only drawback is it could have the chance of looping a lot if one of the last values gets picked over and over again, but that is a slim chance in this case.

    The method korbaach suggests is to have a list of all the numbers except the two last and choose one of them. Arrays could be used to do it or even text like the following.

    number cur=0

    number last1=0

    number last2=0

    text list=""

    on click

    --- set last2 to last1

    --- set last1 to cur

    --- set list to replace(replace("123456", str(last1), ""), str(last2), "")

    --- set cur to int(mid(list,int(random(len(list))),1))

  • It's in the manual under common conditions:

    https://www.scirra.com/manual/131/common-conditions

  • The "system compare" needs to be in the same block as the "while". It won't work if it's a sub event.

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  • This could work also:

    var cur=0

    var last1=0

    var last2=0

    on click

    --- set last2 to last1

    --- set last1 to cur

    ------while

    ------ system compare: (cur=last1)|(cur=last2) = 1

    --------- set cur to choose(1,2,3,4,5,6)

  • This could be a way to do it:

    Just replace centerx/centery with the imagepoint x/y.

  • PixelMonkey

    For accessing the tilemap's collision polygons I found looking at the physics behavior useful.

    Here is the basics of getting them:

    //This is how you know an instance is a tilemap
    inst.tilemap_exists
    
    //This is how you get a list of the tilemap's collision polygons.
    var collrects = [];
    inst.getAllCollisionRects(collrects);
    
    // for example grabbing the first poly like so:
    var c = collrects[0];
    c.rc //this is the bounding box
    c.poly  //this is the tile's collision poly if it has one.
    [/code:3k5mqmbl]
    "poly" is defined in common_prelude.js as "cr.CollisionPoly".
  • Not currently. All layout/layer scaling is proportional. One workaround could be to draw to a paster object and stretch that.

  • lukezero

    It may perform better with webgl off. With webgl "on" a texture copy needs to be done every time the canvas is changed, which is slow.

  • Here's one way:

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R0J0hound

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