Is there a way to use 'MoveTo' behavior along a Timeline using Cubic Bezier?

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  • I'm experimenting with MoveTo and Timelines for a few Cutscenes, but I am stuck!

    I have a Sprite that requires MoveTo.MovingAngle to direct it's animation to face the correct way. The problem is that (so far) I can't see that there is any way to get the "MoveTo: Move along timeline" to use the Cubic Bezier Path - this defaults to just a direct line path to each waypoint.

    Am I stuck adding a bunch of additional waypoints to simulate a smooth curve, or is there a way to use MoveTo with a Cubic Bezier Timeline track?

    Thanks!

  • I don't know if it's possible.

    You can move the object directly with timeline, and it will follow the Bezier path. No need to use MoveTo behavior.

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  • I don't know if it's possible.

    You can move the object directly with timeline, and it will follow the Bezier path. No need to use MoveTo behavior.

    Thanks for the reply, dop2000 - more or less you have confirmed what I have found so far, however as I said in my post, my Sprite relies on MoveTo to determine movement angle, which sets the correct directional animation. So far I have not found a way to determine an object's movement trajectory and/or angle while using the Timeline to move it.

    Unless I can find a way to check a Timeline object's moving angle on the fly, I might be out of luck.

  • It's possible to determine moving angle - add two variables to store object previous position. On every tick calculate moving angle = angle(prevX, prevY, Sprite.x, Sprite.y), and then set prevX to Sprite.x, set prevY to Sprite.y

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