rexrainbow's Recent Forum Activity

  • Update:

    Fix a bug about extra control tirggered.

  • Thanks, I had found another space. Please download it again.

  • Maybe these plugins can help you.

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  • 8directionMP

    (Update: 2012/02/23)

    platformMP

    (Update: 2012/02/23)

    These two plugins are extended from 8direction and platform. I only add two features.

    1. Set control by key

    • allow to reconfigure control key in 8direction/platform behavior.

    Each instance can has it's own control key, so multi-player with a keyboard is possible.

    • action: "Set control by keycode" allow set key by keycode.

    2. Set extra control by key

    • allow to add extra control key. See example

    add "shoot" control, triggered by "space" key.

    • action: "Set extra control by keycode" allow set key by keycode.

    And some expressions to get current control key.

  • As you know, scirra add rotate behavior in r64, and make a name collision with my plugin. It's my mistake.

    To prevent name collision in the future version, I had change my plugin-id, and made a little tool to help user changing the plugin-id in caproj file.

    The plugin-id changing is list below:

    • "MyDragDrop"->"Rex_DragDrop"
    • "MoveTo"->"Rex_MoveTo"
    • "Rotate"->"Rex_Rotate"
    • "MyDate"->"Rex_Date"
    • "MyTouchMouse"->"Rex_TouchMouse"

    First download plugins with new plugin-id. (download)

    and put them into plugins\ or behaviors

    Second, the plugin-id can be read in caproj file (Save as project), so you sould save capx to caproj. (or backup capproj)

    Third, download plugin-rename tool from this link.

    open plugin_rename.exe, click menu "File"-> "Open" to select the caproj file. Then the transfer is done.

    Pray, and reopen cap file. Good luck.

    Plugin-rename tool is tested by gonzdevour, thanks.

  • Kyatric

    I use chrome to test gonzdevour's game. It's very smooth in my computer.

    It seems the performance in firefox is very different with in chrome.

  • Never mind. I should not name these plugins too ordinary. it's easy to collide with others.

    I will change my plugins and make a tool to help user changing plugin-id in cap project file.

  • Thanks for the notification.

  • Since r64 has rotate behavior, I rename my roate behavior to "rex_rotate" to prevent name collision.

  • Thanks, I work around by change

    this.a_hash = {a: 10, b: 20};

    to

    this.a_hash = {"a": 10, "b": 20};

    and it works.

  • It seems minify will change the name of properties in an object. If this object is a hash and fetched by a key string. It may become an error.

    For example, create a plugin with this code.

         behinstProto.onCreate = function()
         {
            debugger;
            this.a_hash = {a: 10, b: 20};
            this.value = this.a_hash["a"];
            debugger;
         };

    after minify

    a.U=function(){debugger;this.Te={Gi:10,Hi:20};this.value=this.Te.a;debugger};

    The goal of origin script is to get data by key "a" from a hash. But minify changes the name of key in the hash.

    origin:

    this.a_hash = {a: 10, b: 20};

    minify

    this.Te={Gi:10,Hi:20};

    So that

    this.value=this.Te.a;

    will not get the correct value.

    I put the test code in

    dl.dropbox.com/u/5779181/test_minify.7z

    My C2 version is r63 64bits

  • Ah, sorry for my bad English.

    My question is not how to get instance variables in event sheet.

    My question is how to get instance variables' name(in engine, the name will be transfered to an index) in plugin, like the condition : "Compare instance variable" does.

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/getpvofinst.png" border="0" />

    More precise, how to get the combox input to select instance variablies in plugin.

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rexrainbow

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