[r120] Pathfinding

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Units do not overlap each other and use different ways if there are several free ways.
  • Link to .capx file (required!):

    new project with pathfinding on sprite

    Steps to reproduce:

    1. create sprite with pathfinding behavior (default setup)

    2. make it follow on path to mouse position

    Observed result:

    1. When you click mouse anywhere on game screen to find path for the first time, sprite will folow the path correctly.

    After that, on every click sprite will shake for a fraction of a sceond and then move. I't very clear when you turn off Rotate object.

    2. Rotate object set to OFF. Again it works fine with first click.

    On each next click in front of a sprite (blue square) sprite will shake too but will move instantly.

    But when you click somewhere behind the sprite (on the red square) it will shake, wait short period of a time and then move.

    <img src="http://dl.dropbox.com/u/34375299/Construct%202/bugs%20and%20fixes/path.PNG" border="0" />

    The wait time is equal to Rotate Speed. So it's like sprite at first is rotating and then when rotation is finished it will move. But this rotation is false. Sprite angle is at 0 all the time but it will wait Rotate Speed time before movement.

    Expected result:

    Move sprite smoothly regardless of any settings.

    Move sprite instantly when Rotate Object is set to off

    Browsers affected:

    Chrome: yes

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Win 7 64 Sp1

    Construct 2 version:


  • Closing, please always provide your .capx. I can't see exactly what events you used and you didn't describe them so I don't know if I'm repro'ing the same issue. Also I deal with a lot of reports and it makes it much quicker to deal with issues if I don't have to spend a while carefully trying to assemble exactly the same project you have from a list of instructions.

  • File

    Event one is irrelevant.

    and sorry, I made *.capx and was sure I've added it :/

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  • Ah, I see. Should be fixed in the next build.

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