R0J0hound's Recent Forum Activity

  • Using this:

    function dir(object)
    {
        methods = [];
        for (z in object) {
            methods.push(z);
        }
        return methods.join(', ');
    }[/code:1bptsq29]
    I was able to see all the members of cr, instance and renderer.
    
    cr.
    plugins_, behaviors, logexport, seal, freeze, is_undefined, is_number, is_string, isPOT, nextHighestPowerOfTwo, abs, max, min, PI, round, floor, ceil, vector2, segments_intersect, rect, quad, RGB, GetRValue, GetGValue, GetBValue, shallowCopy, arrayRemove, shallowAssignArray, appendArray, arrayFindRemove, clamp, to_radians, to_degrees, clamp_angle_degrees, clamp_angle, to_clamped_degrees, to_clamped_radians, angleTo, angleDiff, angleRotate, angleClockwise, rotatePtAround, distanceTo, xor, lerp, unlerp, anglelerp, qarp, cubic, cosp, hasAnyOwnProperty, wipe, performance_now, ObjectSet, KahanAdder, regexp_escape, CollisionPoly, SparseGrid, GridCell, effectToCompositeOp, setGLBlend, round6dp, equals_nocase, Property, Parameter, Condition, Action, Expression, FontInfo, ParseFontString
    
    instance.
    SetPosition, SetSize, GetSize, GetLayoutSize, SetHotspot, GetBoundingRect, GetBoundingQuad, EditTexture, GetTexture, GetOpacity, GetAngle, DrawTilemap
    
    renderer.
    Quad, Line, Line3D, Fill, Outline, CreateFont, ReleaseFont, LoadTexture, SetTexture, ReleaseTexture, EnableTiling, SupportsFullSmoothEdges
    
    A.
    1. Not that I could find.  Possibly there may be another global namespace, but since there isn't any plugins that use such a  thing it probably doesn't exist.
    
    2. Looks like there's a setPosition() but no getPosition(), so I guess averaging the corners it the only way currently.  There is a getAngle() though.
    
    3. See list above, other than that the following js files are used at edittime:
    common_prelude.js
    edittime_prelude.js
    
    Other than that you possibly could open C2 in a hex editor and find a list of js names, but I don't imagine you'd find many more.
  • You could use the "System:pick by comparison" condition with the distance() equation and an enemy "range" instance variable.

    Ex.

    System: pick Enemy by comparison distance(enemy.X, enemy.Y, player.X, player.Y) < enemy.range

    --- enemy stop

  • Instead of "Global" how about we call it "Card" since that is more descriptive and less confusing since global already has uses in C2.

    And just to restate the problem: you want to know when three of the cards have those 3 different animation frames.

    Do to picking we can't just have multiple "compare animation frame" conditions in one event and have it work like we want. We can make make a function to do this though as it doesn't affect picking.

    So you could do something like this:

    On function "hasCard"

    Card animation frame = Function.Param(0)

    --- set return to 1

    System compare: Function.Call("hasCard",3) & Function.Call("hasCard",5) & Function.Call("hasCard",7) =1

    --- Do something

  • Maybe instead of using anglelerp in multiple events, just use it once in an every tick event with anglelerp(bar.angle, weightRight-weightLeft, dt)

    And just make sure to add the weight's weight every time you pin it and subtract it every time you unpin. It looks like you got it mostly there but instead of checking for an overlap of groupBase in event 9, you rather need to check for an overlap of baseCheckL and baseCheckR individually in events 10 and 11 so you subtract the weight from the correct side.

  • There isn't enough info here.

    What steps did you do to see this bug? Do you have a minimal capx that reproduces the error?

  • The .scale expression was asked for before and the main problem was what value should be returned if the object was not uniformly resized? You could just use a instance variable instead though.

  • Make a post in the bug forums. Just using the physics behavior should not cause a javascript error.

  • You could normalize the angle to a range of (-180,180) with angle(0,0,cos(a),sin(a)) before comparison.

    Or you could use the sprite condition "is within angle" or "is between angles".

    Or you could use the anglediff(a,b) expression to find the angle difference in the range of (0,180).

  • digitalsoapbox

    I can't reproduce the issue. It's working fine here in Firefox, Chrome and NodeWebkit. Can you post a capx with the issue?

  • So you're trying to measure reaction time? The "on key pressed" events are triggers, so they can happen at any time instead of just on a tick. Also the "wallclocktime" system expression may be of interest to you. It is the time elapsed (in seconds) since the start of your game, and it isn't affected by the framerate.

    As far as changing the framerate; you can't in C2. The framerate will basically try to match the monitor refresh rate which is usually 60hz.

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  • isasaurio

    It works fine here.