What do you mean too fast? Too fast after what? Maybe you found the solution. But I'd like to know if something goes wrong. Can you send me the project file where the problem reproduces?
Not sure I follow. Can you describe the steps?
Can you send me the project file that reproduces this?
Well you sure can't call a condition.
But you can fire a trigger of some Construct Plugin. You can also call a Construct Function (Function plugin type) from javascript. See c2_callFunction here scirra.com/tutorials/1078/bridging-js-and-c2 (c3_callFunction for C3 runtime). You can totally use it as a callback.
Feel free to text me if you have any problems with that.
Thanks for using it! Any suggestions on the functionality? Or maybe something wasn't easy to understand how to use? I'd want to improve the documentation but I don't know where to start.
Yes it does
Cheers!
I believe I fixed the issue. Try to use v.0.6.5. The problem was that the plugin code used some ES6 features and Webview 30 sure doesn't support that.
Please text if the problem persists.
And also try to open this test game:
valerypopoff.ru/temp/plugintest/plugin
Does it open?
I will going to need you to look in the console:
Enable USB debugging:
— Go to Settings → About phone. Click on "Build number" 5 times. That will enable developer options for you.
— Go back to Settings and navigate to Developer options. Enable USB debugging
Look in the console:
— Connect your Phone to your computer with USB cable
— Open the game in a browser
— Open Chrome browser on your computer and go to the page chrome://inspect/#devices
— You should be seeing your device on the list of devices. You should also be seeing an open WebView. Click "inspect" below it. Then navigate to the "Console" tab
— Take a screenshot and show it to me
Weird. What does show up in the console? Webview 30 is Chrome 30, right?
Hey! Can you provide more information? What do you mean «can't work properly»? What goes wrong?
Gosh, didn't notice that, thank you!
Cheers)
When you add the script with the plugin, it goes to the <head> of the game's webpage with the standard <script src="filename.js">. I'm not sure if it's correct to call that "loaded into global scope". But I think it is what you meant.
Best practices are:
— Use third-party libraries
— Keep construct for event processing, sprite drawing and control logic but have all game objects and their data and logic in javascript so the whole Model part goes to javascript, not Construct: ru.wikipedia.org/wiki/Model-View-Controller
Member since 7 Aug, 2016