Magistross's Recent Forum Activity

  • Change

    this.easystarjs.enableDiagonals();

    to

    this.easystarjs["enableDiagonals"]();

    for example. i.e. change the style of the name in external js call.

    Then the name would not be minify.

    rexrainbow I see, should be a simple enough fix. How about the actual instanciation of the easystarjs, will the compiler break the "new EasyStar.js()" call ?

    edit: Nevermind, obviously I had to use the same notation as you said, and go with "new EasyStar["js"]()"

    newt Behavior files were updated with the quick fix, it seems to work as intended now when you minify.

  • Try removing the "player: Set xLoopIndex to 0 " on line 21. It seems to do the trick... most of the time :\</p>

  • The loops first had to be unified, that's why you couldn't see it !

  • Oh, I meant the runtime and edittime of the behavior. There's an external file called easystar-0.1.13.js, I think that by copying all its content over to the runtime.js of the behavior, it should allow the minification to perform without breaking anything. The "dependency" inside the plugin setting (edittime.js) should also be removed.

  • According to this, I'd have to create an extern definition file and supply it to the command line when calling the minifying module. However, we have no control on how the module is called, so I guess it's tough luck for minifying when using an external library. However, you could probably incorporate the JS file of the library inside the runtime.js and remove the dependency inside the edittime.js, and hopefully let the closure compiler do its magic withtout breaking anything...

  • I modified the capx a bit. Unified the loop, and added an event to force the y movement to happen if the player is moving horizontally while "floating".

  • Its breaking nw.js with minification.

    Probably has something to do with the fact that I used an external JS file. I'll investigate further when I get the chance to !

  • I believe you were talking about my tilemap behavior ? You could probably still use it. Simply set the cost of any non-track tile to something absurdly high. Doing so, a path will always exists, you'll simply have to detect when your train step on a non-track tile so it explodes to smithereens !

  • Dependency are defined in the edittime.js file. As per the manual :

    dependency

    This one isn't listed above, but if you need external files bundled with your plugin (e.g. a javascript library) you can specify one or more dependency files with:

    "dependency": "file1.js;file2.js;file3.html"[/code:wxse6q3n]
    
    
  • The SOL isn't propagated through function calls. The only way to do that is to pass UIDs to function (in a loop if multiple instances are to be expected).

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  • Off the top of my head, I'd say try reversing the second and third conditions in the TargetSet function.

  • I usually prefer mindfaQ method of using a start value and end value, interpolated with an ever increasing factor that goes from 0 to 1 based on elapsed time / duration.

    Here's a capx demo.

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Magistross

Member since 4 Jul, 2011

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