bachrock's Recent Forum Activity

  • Manual entry

    AngleAt(index)

    AngleForID(id)

    Get the angle of motion of a specific touch in degrees by its zero-based index or unique ID. A touch must be moving across the device screen for this expression to contain a useful value.

    You can also get the angle of your swipe with Touch.AngleAt()I've read the entry and don't quite get the terminology. Do I just put a zero in the parenthesis?

  • Make variables for touchstartx and touchstarty and check them against touch.x an touch.y to see the general direction of the movement is.Ok, there's a start. Many projectiles were created this way. so I did this:

    "trigger once"                          create projectile

    "touch 0 speed >5000"

         "touchstartx+300<touch.x"          set bullet speed...

                                            set bullet angle...

    Sometimes this works, but mostly projectiles will only go the right. I have no idea why.

  • I'd like to be able to swipe in either directions - up/down/left/right - and have a projectile launch from a character in that direction. How would this be done?

  • You have an earlier instance on Layout 1 - Level:BlockSlivers. C2 is using that as the master . You have Fade at start set to Yes on that one.Aha! Thanks! I didn't realize that's how it worked. I've probably run into this problem before.

  • I'm creating objects in the beginning that I want to fade away when clicked. Instead, they fade away as soon as everything's loaded.

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  • Set Active at start to No.This works for objects already created, but not those that are created later. I'm wondering about the latter.

  • Is there a way to create an object with the fade behavior that doesn't start on creation?

  • toralord

    I know how to detect this mathematically. I'm looking for a graphical way to show the ranges to the player.

  • How have others gone about this?

  • Why not try and see?Was in class.

    Xionor

    Ok, I've tried it and got both results seemingly dependent on the cell size and cell border. I don't understand.

  • How does pathfinding deal with multiple paths of equal distances?

    Say a sprite wants to get from the bottom left of a square to the top right. There's an obstacle in the middle. The sprite can go up then right or right then up. How does it decide?

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bachrock

Member since 2 Mar, 2013

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