dop2000's Recent Forum Activity

  • Assuming that each item in the file is in a new line:

  • Not sure what your question is. You can save these coordinates to variables (global or local or instance).

    With Platform behavior the collision point will always be at the bottom of the sprite. You can add an image point there and use Character.ImagePointX("name"), Character.ImagePointY("name") expressions.

    Or set the origin image point at the bottom and simply use Character.X, Character.Y

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  • Store the random value in a variable.

    Set randomAnim to choose("1", "2", "3")
    Country set animation to randomAnim
    Flag set animation to randomAnim
    

    It may be better to name the animations properly, by country name.

  • Are you using timelines? I'm guessing the problem is with one of those.

    If you have an older version of the project which works, you can try copying the files in Timelines folder from it to the current project.

  • Another (possibly better) option is to enable/disable Drag and Drop behavior when playerInputIsOn variable is changed.

  • Place both objects on a separate layer.

    Set "Force own texture=on" in layer properties.

    Check the "Blend modes" example in C3 to see how it's configured.

  • Put that sprite on a separate layer and enable "Use own textures" on the layer.

  • You are using Wait action inside of "Every 0.2s" event. If the wait time is longer than 0.2s, then the whole thing will quickly become a mess. The event will continue running and creating more and more delayed threads. Which probably explains why the movement is broken.

    Also, that code won't work with multiple enemies, because distance() expression will only check the first enemy instance.

    I suggest you use a state machine approach with Timer behavior instead of "waits" and "every X seconds".

    Use LOS behavior instead of distance, or add "For each enemy" loop if there are more than one enemy instance.

  • If you simply add "playerInputIsOn=true" condition to "On drag start" event, it won't stop the dragging if the input is false. The event will simply not run.

    You need to use "Drop" action:

    Sprite On drag start
    playerInputIsOn=false : Sprite Drop
    
  • If you are posting a big project you need to explain which layout to look at, where are the relevant events and how to reproduce the issue.

  • If you are controlling the character with keyboard keys, then 8direction will be the best choice. Otherwise you can use MoveTo or Pathfinding (if there are obstacles and units should walk around them).

    Check out this example:

    editor.construct.net

    All these behaviors have MovingAngle expression, which you can use to set the correct animation. See these tutorials:

    construct.net/en/tutorials/animation-management-8-712

    construct.net/en/tutorials/direction-based-sprite-251

  • If "StorageLoad2" function loads data from Local Storage, then you should wait for it to finish. LS operations are asynchronous, which means that they take some time to finish, while the rest of your code keeps running. So yeah, that's why your "array is empty" check was not working.

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dop2000

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