R0J0hound's Forum Posts

  • One way is to check for collisions between positions like one of these:

    Another idea that i can't find an example for is to stretch a rectangle sprite from the old position to the new. Then if it collides you then can back the object up.

  • TimeMachine

    It should, i've never tested it. You could try turning webgl off in the project properties because this plugin doesn't perform well with webgl. Maybe that will correct something. Other than that it uses an html5 canvas internally which should just work on any html5 export.

  • In that example I just made the lines overlap a bit. It works well for wide angles, but won't look as good for sharper ones.

  • For the first image it looks like you could do it with a bunch of sprite pieces. It could be tedious to place by hand. Using a tilemap would work if the tiles match up when placed on a grid. At first glance that tile set doesn't look like it would.

    For the second image there are two parts to it: making something look like that and collisions. You could use the canvas object to draw stuff like that. The paster object could also do it using the draw quad action, although it would take some math to position the corners.

    For collisions you could stretch a rectangular Sprite to make a line, although the corners would need more work to do.

  • The canvas plugin is slow when webgl is on.

    With paster you can make a line with a quad, but it's easier to paste a sprite positioned like a line.

    Both plugins are just something you can draw to. To be able to remove indavidual lines you need each line to be it's own object, and you can do that with sprites.

  • Nice.

    Javascript uses doubles for numbers, which has a max integer value of 9007199254740992.

    So that would mean if you created a million new sprites every tick, uid's would overflow after a bit longer than 4 years of continuously running at 60fps.

    Construct2 also does object recycling so it doesn't cause javascipt's garbage collector to have to work as much.

    I had another go at it here:

    https://dl.dropboxusercontent.com/u/542 ... htTri.capx

    It take any polygon with a clockwise vertex winding, without self intersections and converts it to triangles. One issue is there are seams between the triangles which should be correctable by scaling the triangles up sightly from their centers, but I've been having trouble getting perfect results.

    The simplest way would be to just draw a polygon with the canvas, but as I mentioned before, it will have a performance hit with webgl on. With the paster object you'll need to triangulate the polygon, but since it draws quads it can be more efficient if merge adjacent triangles to make it mostly quads.

    Both canvas and paster handle blending modes fine since they are just images. Also they only have bounding box collisions.

  • It's a bit off topic, but I find "Wait 0 seconds" to be a hacky solution in most cases. It's used in cases where new objects aren't pickable yet and when used multiple times it makes the game logic very hard to debug.

  • I don't know. It could be something to try.

  • It's just an issue of memory not being freed. There's no such thing as a memory purge. When a object is resized it's physics shape is re-created, so presumably the old shape isn't being freed. To fix it the plugin needs to be corrected, or worst case it's an issue with the physics library itself that would need to be corrected.

    As a user to get it fixed you have a few options:

    1. Report it to the bugs forum following the reporting guidelines. Likely there is some kind of triage of what gets fixed, but this alerts the creator, who is most familiar with the code, about the problem.

    2. Dive into the plugin code and find a fix yourself. Not easy, but a good learning experience although likely time consuming. If a fix is found then alerting the developer in the bug report is a good way to have the plugin officially fixed if it's a good solution.

    3. Use another physics plugin. You could try the chipmunk physics plugin. It doesn't have the memory issue.

  • Here's an old attempt at the right triangle idea:

    https://dl.dropboxusercontent.com/u/542 ... right.capx

    It still has issues but any triangle can be made with two right triangles.

  • Just make your keys "group/item"

  • I guess you could use a different approach by having a speed variable. The you increase/decrease the speed if the calculated stopping distance less or greater than the anglediff.

    So maybe this?

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  • In general javascript errors are bugs that need to be reported. The asm.js version is faster but it has that memory limit, which has been reported several times.

  • You can do a concave polygon without plugins by overlapping multiple rectangular sprites with a blend mode, but you need a layer per poly.

    To do any polygon you can do it with a right triangle sprite. Basically you triangulate the polygon then break the triangles up into right triangles.

    The canvas plugin allows you to use features of the html5 canvas to draw stuff. It has bad performance with webgl though since the canvas needs to be copied to a webgl texture every frame the image is changed.

    The Paster plugin is kind of Canvas 2.0 since it doesn't have a slowdown when webgl is used. It only has a draw quad feature instead of all the other canvas drawing features mainly due to technical reasons, However quads can be used for triangles by having two points the same.

  • In the project properties change "physics engine" to "box2d web"