BORODA's Recent Forum Activity

  • Hello. Today I was finally able to produce a working event sheet that is doing exactly what I needed. Thanks for pointing a timer behavior for me.

    Problem is solved.

  • Hello.

    I haven't posted in a while as all the problems I've encountered were easily solved by just taking time and think but this one appears to be a showstopper for me.

    I have a player object that collides with another object. On collision, the players stops for a designated period of time and the gesture control should take place.

    What I need is give a player an ability to make any amount of tries while the player is stopped by previous condition. When time is up, the gesture control goes away and the players starts moving again.

    So what I'm trying to achieve is basically a 2 nested while loops.

    Pseudo code would look like this:

    string gesture = "None";
    while (WaitForSeconds(10))
    {
     
        while (true)
        {
           // Wait for the user to perform a gesture and record it 
            gesture = GetInputGesture();
            if (gesture != "None")
                 break;
        }
       // Do some gesture comparison stuff to increase score
    }
    [/code:6g4mvqsa]
    In addition, this code does contain a problem of a "frozen" gesture. Timed "while" loop could already end, but the nested loop can infinitely wait for the gesture. This is also the problem to solve.
    Is this possible?
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  • Thanks for the fast reply <img src="smileys/smiley2.gif" border="0" align="middle" />

    I actually combined both of your suggestions to get the result I was looking for.

    Thanks again!

  • Hello.

    I got a question I was researching for some time today. Is there any "right" way to draw a line that represents a physics object path. For example a sphere is falling down is some kind of labyrinth and I need to draw a path that a sphere took. Currently I'm spawning a dot at the sphere position every "0.n" seconds but this is not working as needed because the sphere can change it's speed and the dots representing the path will be more dense when it's slow. The perfect way would be to draw a path every "n" pixels traveled, but I can't find a way to get the position of the last spawned point to calculate the distance.

    Any ideas?

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BORODA

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