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  • Pathfinding stop does not clear path

    ____ When using the pathfinding behavior on a global sprite, when switching layout and calling Stop, debug shows pathfiniding Has Path is still true and speed is not 0.____

    Attach a Capx

    ____ [attachment=0:24sw099q][/attachment:24sw099q] ____

    Description of Capx

    ____ Moving a global sprite using the pathfinding and switching layouts. ____

    Steps to Reproduce Bug

    • Touch the screen to move the sprite (sprite will change color when speed is > 5 and reset when speed is back to 0.
    • Press 1/2 on the keyboard to switch between layouts 1 and 2.

    Observed Result

    ____ Calling Stop pathfiniding on the start of layout stops the sprite movement but the sprite is still playing the walk animation and has path=true, speed=200. ____

    Expected Result

    ____ Stop should clear the path from the memory or should have another clear path action. ____

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    ____ Windows 7 SP1 ____

    Construct 2 Version ID

    ____ 168 ____

  • You're welcome,

    btw, this has already been implemented in the official plugin, so i suggest you use that.

  • Great! thanks, it helped!

    I thought that this param only applies when Rotate Object is set to YES, it didn't even cross my mind to check it!

    Thanks again.

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  • I will, as last resort, i wanted to see if anyone has encountered these bugs or already reported them before i do.

  • Latest stable 163, but i checked there were no updates regarding pathfinding in 164/165.

  • I recently started porting an old project of mine (adventure point and click made with wintermute at the time) to construct 2.

    My character is made with spriter and i am using the pathfinding behavior to move it around obstacles (cell size 40, border -1).

    I got 2 strange bugs:

    1. When the character switches direction (mirror) there is about 2-3 seconds delay before the path is calculated, if i continue walking in the same direction, no matter how many obstacles or distance i walk, the calculation is almost instantly.

    I tried increasing the cell block size, or cutting down the sprites obstacles to min 4 instances, but nothing helps.

    2. Sometimes when i switch direction while the character is still moving in the other direction, the character does a strange semicircle shaped sine movement.

    Anybody encountered these problems?

    here is the demo:

    https://googledrive.com/host/0B3JLq-yXZ ... d6VllESzQ/

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  • The youlose/youwin sprites were set to invisible in the layout and you didn't change it back to visible when you created them.

    So it worked, you just didn't see them.

  • First add the userMedia plugin to your project.

    Then call: Request speech recognition:

    Language: "en" for english.

    Mode: single phrase

    Result: final

    Now add another event:

    system compare two values

    if UserMedia.FinalTranscript = "up"

    player simulate platform pressing up

  • Save your score as a global var, you can access them form every layout of the game.

  • That's pretty basic,

    Add an event:

    on A key is down, player simulate platform pressing left.

  • anyone tested this with crosswalk?

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Headbang Games

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