[Plugins/Behaviors] Rez Repo

  • 00Rez How can I change the speed of the object while moving through the maze (it there is one)?

    I was thinking about a smoother movement. Instead of jumping from point A to point B every 0.1 seconds.

    Also, How can I control the player using the keyboard keys?

    That's perfect for a game I have in mind...

  • 00Rez How can I change the speed of the object while moving through the maze (it there is one)?

    I was thinking about a smoother movement. Instead of jumping from point A to point B every 0.1 seconds.

    Also, How can I control the player using the keyboard keys?

    That's perfect for a game I have in mind...

    The plugin only provides grid positions. The smooth movement is something you would have to make yourself. You can use Rex's moveTo plugin to create smooth movement (see bottom of first post) or multiple objects and the lerp expression (see tank example) or some other method. Not sure what you mean by controlling the player. The astar plugin computes a path which only needs a start and end position. You could make it so it moves to the next cell but that wouldn't make much sense.

    Hope this helps.

  • Version 1.0 is available to download. Renamed a few things for easier understanding. Added an internal position counter that uses InPathX and InPathY expressions. Custom positioning is still available. See example files for the new implementations.

    • 00Rez
  • I'm interested in this plugin, but it doesn't quite offer something I need: for a grid-based puzzle with ice floors, where you slide until you hit a wall, you should only be able to go in one direction.

    There's no way to set up this Pathfinder to navigate through a maze without the character turning on these ice floors, is there?

  • I'm interested in this plugin, but it doesn't quite offer something I need: for a grid-based puzzle with ice floors, where you slide until you hit a wall, you should only be able to go in one direction.

    There's no way to set up this Pathfinder to navigate through a maze without the character turning on these ice floors, is there?

    You could use an array for this without the Pathfinder plugin. If you set a grid cell and then check in all four directions you can set some very complex movement behaviour.

  • I'm having trouble with this plugin :( could someone take a look at this capx and tell me why my enemy is walking through walls? It works in another file, but for some reason it won't work here...

    https://www.dropbox.com/s/peo95l3gc5l7kel/gametest.capx

    mouse = flashlight

    arrow keys = player movement

    when you get into the red guy's field of vision he will chase you... right through walls. Also, when he DOES reach the player, there's an error :(

    I'd appreciate any help you may be able to provide, I'm loving Construct 2!

  • ok, so i may have accidentally fixed it... i resized all the wall sprites to 32x32 (the astar cedll size is set to 16) and made sure they all overlapped... this actually fixes the walking through walls part, but i still get the error at the end

  • ok, so i may have accidentally fixed it... i resized all the wall sprites to 32x32 (the astar cedll size is set to 16) and made sure they all overlapped... this actually fixes the walking through walls part, but i still get the error at the end

    I'm not getting any errors. Have you downloaded the 1.0 version from the download link in the first post?

  • Having a little trouble with the Astar/Pathfinder plugin/behavior. I set the cell size to 16, but my sprites can cut through any blockers that are 16 pixels wide/deep. Only when they're 32 pixels thick do they try to walk around them, whether the pathfinding mode is manhattan or euclidean, diagonals or no diagonals. Is this working as intended?

    Also, if you're open to suggestions, maybe you could add an expression to retrieve the current internal position count? I know right now it can be done via variables, but hey, why not? <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Having a little trouble with the Astar/Pathfinder plugin/behavior. I set the cell size to 16, but my sprites can cut through any blockers that are 16 pixels wide/deep. Only when they're 32 pixels thick do they try to walk around them, whether the pathfinding mode is manhattan or euclidean, diagonals or no diagonals. Is this working as intended?

    Also, if you're open to suggestions, maybe you could add an expression to retrieve the current internal position count? I know right now it can be done via variables, but hey, why not? <img src="smileys/smiley2.gif" border="0" align="middle" />

    Can you send me the capx? I will also add an expression to get the internal path position in the next update.

  • Hi, 00Rez,

    I've tested your plugin and it is working very well for what I want, some minor issues but nothing really important for the moment.

    I need to know now, before venture any further, what are the licensing terms of it, to see if it will work for me. I tried to look at the plugins' folder for a readme file, or at your github, or at the .js headers, but found nothing.

    Is there some plugin license agreement in C2, or at your plugin itself, that I'm missing?

  • Unfortunately it'll be a week before I can send a capx as I'll be out of the country. Good to know you plan to add that interval expression though!

  • Hi, 00Rez,

    I've tested your plugin and it is working very well for what I want, some minor issues but nothing really important for the moment.

    I need to know now, before venture any further, what are the licensing terms of it, to see if it will work for me. I tried to look at the plugins' folder for a readme file, or at your github, or at the .js headers, but found nothing.

    Is there some plugin license agreement in C2, or at your plugin itself, that I'm missing?

    Yeah it's stated for the bit array and path finding in the runtime.js inside the Astar plugin folder.

    "The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software."

    OSI Link

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  • Oh, indeed, I missed that! I just looked at the .js head and moved on, I should had searched harder for it.

    Anyway, that looks fine, thank you!

  • Sorry it took so long for me to whip up a capx, but yeah, here's the capx:

    https://dl.dropbox.com/u/20459682/rez%20pathfinder%20bug.capx

    Just click the mouse around the screen to move the blue square. The Astar is set to 16, which seems to allow the pathfinder to move through the 16 blocks. Setting it to 8 properly pathfinds around the blocks.

    However, it still finds a path through the larger blocks on the bottom for whatever reason, closer to the right side of each of the blockers. Click around the middle of the bottom or the right side of the bottom and you'll see what I mean.

    Is there something I'm missing or is this not working as intended?

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