warville's Recent Forum Activity

  • i think i understand you very well , you want to do this without arrays , here i suggest a solution

    a full shope system for you from placing sprites to picking the bought weapons for the character.

    1st - for the s_sword_icon sprite make 2 animation containing the sword famres in the first animation is just the sword icone , or locked , and the second have th e same frames but with the indication that the sword was bought and make a variable for the s_sword_icon name it sword_number make the default value <varies> construct 2 will now that there will be different value for each instance and second value for the price (sword_cost) and third value isbough=false and it's optional if you want a power for each weapon add another value name it sword_power(integer or float).

    2nd - in the shope make a sprite that will work as a slot i mean where the sword_icon should appear ( somthing like boxes , make them instances from the same sprite lets name it sword_slot make 2 values for each instance one name it to isbought(boolean) a second value is slot_number(integer) ather values are sword_cost and sword_power

    -- here to fill the not bought slots

    3rd -in the event-sheet (Trigger event + AND for each s_sword_slot AND s_sword_slot.isbough=false )

    * create new object ( s_sword_icon)

    * set s_sword_icon animation frame to (s_sword_slot.slot_number)

    * set s_sword_icon.sword_num to (s_sword_slot.slot_number)

    * set s_sword_icon.sword_cost to s_sword_slot.sword_cost

    * set s_sword_icon.sword_power to s_sword_slot.sword_power

    * set s_sword_icon.isbought=false

    * set s_sword_icon position to another object "s_sword_slot".

    -- here to fill the already bought slots:

    4th - ( Trigger event + for each s_sword_slot AND s_sword_slot.isbough=true )

    * create new object ( s_sword_icon)

    * set s_sword_icon.animation ("nimation2")

    * set s_sword_icon.animation frame to (s_sword_slot .slot_number)

    * set s_sword_icon.isbought=true

    * set s_sword_icon.sword_num to (slot_number)

    * set s_sword_icon.sword_cost to (array_swords.X[s_sword_slot.slot_number])

    * set s_sword_icon.sword_power to (array_swords.Y[s_sword_slot.slot_number])

    * set s_sword_icon position to another object "s_sword_slot".

    -- here the buying operation

    5th - (on double touched object s_sword_icon AND on double touched object s_sword_slot AND s_sword_icon.isbough=false and s_sword_ico.sword_cost <= total_money )

    -- here you can make the buying actions such as :

    * set s_sword_slot.isbought=true

    * set s_sword_icon.isbought=true

    * set s_sword_icon.animation ("nimation2")

    * set s_sword_icon.animation frame to (s_sword_icon.sword_number)

    * substract from total _money ( s_sword_icon.sword_cost)

    -- here you can select the sword you bought

    6th - (on touched object s_sword_icon AND s_sword_icon.isbough=true )

    -- here you can make sword selection actions such as :

    * set s_sword.animation frame to (s_sword_icon.sword_number)

    * set s_sword.power to (s_sword_slot.sword_power)

    if you need to understand somthing i'm here, i'm sorry i know it looks confusing i made the solution in my head i don't have the project opened so i couldn't explain more.

  • no it's not possible for my case , i need all the textbox feature scroll down, append text , make new line, copy/past ....

    when i set it to read-only mode i lose almost features. thats why i'm trying to keep it write and read more with preventing the keyboard to show , because i have my own keyboard.

  • Eh, it's pretty easy. If you're good at describing requirements I'll make one for you real quick. Hopefully the good karma will get my answers helped too

    I'm just not sure where to put the variable so it's accessible, so let me know how it's going to be used.

    What if I made a behavior for text objects that reacted to a "update to clipboard contents" action?

    oh that's exciting , maybe you just make it separate plugin , that doesn't have visual object , this plugin gives you 1 value : maybe name it textclip. this value returned by the plugin is the text in the clipboard , if there is a text , and not picture or somthing else. and perform one action set text to clipboard. i know this isn't gonna be very usefull to many people. it's a good idea maybe somepeople going to need it.

    but i have a question for you please , for sure you know more than me you might have the answer.

    i want to prevent the default mobile keyboard from showing when textbox gain focus i don't need the android onscreen keyboard. i found on internet that it can be done with ( onFocus=blure ) inside the input tags but in construct 2 i don't know how to apply it.

  • thank you for the reply, let me be more specefique , i making a chat application , and chatter need all the features in textbox like changing the cursor position to correct a mistake , and need to copy and pas some text and links... you know , so i need the options that textbox gives.

  • You might need to make a plugin to do this.

    https://www.google.com/search?q=javascr ... 2&ie=UTF-8

    thank you , but i know i could get Js to do it , but the problem is i don't know how to make plugins , because i'm an artist mostly not a developer.

  • not on a text object, but if you set the text on a textbox, then copy/paste works as per normal... not a perfect solution but the best I've found.

    the problem is that i'm making the text as and intermediat for textbox , because i'm making the textbox to read-only mode because i don't want the default android keyboard to show and resize my app.

  • is there any solution to perform copy/past from clipboard actions on a text object ?

  • in the event-sheet right click , from the popup menu select add groupe , set it not active on start of layout.

    add whatever conditions and action as you want , and then activate the groupe when you need it , you can activate it by making action system.set groupe ctive "groupe1" = activated.

    don't forget to disactivat the groupe when it finish the job , add action like this in the end of groupe system.set groupe ctive = disactivated.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • it just needs a variable name it Wave and add 1 to it each time theres a new wave , specifiy a groupe of event to spawn a specifique enemies types and number each time. and make a compare systeme compage value , if wave=1 ---> activate groupe "wave1"....

  • make the profile with the picture ( avatar ) and the texts to show the wins and loses.

    then test if the the value exists in the local storage , if it is the first time played , get the photo from the player , using the file chooser or using the user-media save the image URL to and another value for how much played , another value for how much wins , you don't need another value for loses because loses = played - wins.

    if the value exists already , just add the 1 to wins and 1 to played or don't add to wins if he lost.

  • is it random or what ? i mean every x seconds you spawn a different wave of random enemies or you want to specify depond on the wave number ?

  • please explain more! . to get a proper answer tell how did you make it ? using physics ? or Pine behavior ? .... or what ?

    and what is your problem exactly ? " i don't have a natural movement " isn't an explanation, because we didn't see how it looks like , only you do .

warville's avatar

warville

Member since 28 Feb, 2014

None one is following warville yet!

Trophy Case

  • 10-Year Club

Progress

10/44
How to earn trophies