[Behavior] SplinePath

  • One answer. If i ve a sprite(ennemy) with a path with only2 points 1 and 2. when the sprite reach the second point how i can indicate come back to the first point and loops infinite times?

    Thanks for this behavior.

  • awesome

  • i writen for my self a same plugin too

    <img src="http://thumbnails107.imagebam.com/27530/00c2b6275292750.jpg" border="0" />

    this plugin with core function is draw curves, set move speed and ease type.

    are you guys want it <img src="smileys/smiley5.gif" border="0" align="middle" />

  • yes!

  • WANT

  • namkazt yes want

  • ok, ill share it now :)

  • Namkazt, your Catmul-Rom splines are done just how I want to do mine (with a dashed line). I'm just getting started with Construct 2 but I am a professional programmer of Android and web.

    I used them when I programmed TKD3D in Director several years ago. I don't have enough rep points for a URL but you can do a google search and go to their web page.

    There's an image where the spline was used (pink line) which was drawn dynamically (live).

    Anything you feel like sharing would give a great boost to me getting started. We would all appreciate it!

  • RobotMonkey

    The original thread for namkazt plugin, called RB Vector is HERE.

    Unfortunately, it didn't really seem to work, and he closed it.

  • Thanks, I guess it is back to the drawing board!

  • Is this plugin still working fine in lates v of c2 and node-webkit?

  • This is an awesome plugin. Was there any progression on getting speed working?

    I tried mucking with runtime.js and here we have...

    var segNum = Math.floor(t * numSegments);

    var microT = (t - segNum/numSegments) * numSegments;

    This is handling the time (thus speed) of the movement.

    If I continue to add points, it goes REALLY fast. Not what I need. I need to either go by controlled speed thats constant throughout all nodes, regardless of how many nodes there are (which should be the easiest to do) or control time between each node (harder to do).

    But if I change anything in these numbers, the plugin acts very abnormal

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  • Update for those interested in the RB Vector implementation. This plugin now works with the latest Firefox 27.0 release.

  • This is an awesome plugin. Was there any progression on getting speed working?

    I tried mucking with runtime.js and here we have...

    var segNum = Math.floor(t * numSegments);

    var microT = (t - segNum/numSegments) * numSegments;

    This is handling the time (thus speed) of the movement.

    If I continue to add points, it goes REALLY fast. Not what I need. I need to either go by controlled speed thats constant throughout all nodes, regardless of how many nodes there are (which should be the easiest to do) or control time between each node (harder to do).

    But if I change anything in these numbers, the plugin acts very abnormalAnthonyB282013-12-17 06:41:24

    Following up on this.. has anyone had any luck with implementing speed options?

    At the min. is anyone able to point out where I can adjust the overall speed (things are moving too slowly for me atm).

  • hi, I would like to report a problem with this plugin (not posting in "bugs" section since it's 3rd party).

    I have the following event:

    And when I pressed J, I got this:

    I would also like to point out that this behavior has absolutely no properties, or any possible event conditions, and only two actions. I would highly suggest improving it.

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