newt's Recent Forum Activity

  • You just have to dig around in the conditions. As it is there are several different ways to pick an instance.

    First off when an object is created, either by the system, or spawned by another object, it is automatically placed into the selected object list, or picked if you prefer.

    You can also pick via other methods such as on collision, x,y, opacity, etc.

    Then there are other more specific methods such as the instances variable, its uid, or "pick nth", an index of the instances of that existing object.

    Keep in mind the the selected object list is kept for the top tier event, and sub-events directly connected under it.

    Second tier sub-events may loose picking depending on how you reference the initially picked object.

    For practice, I would suggest assigning some Boolean values to the instances variable when it is created.

    -+On mouse left clicked

    -> system create sprite

    -->sprite set instance variable sprite.("on") to 1

    -+On mouse right clicked

    -> system create sprite

    -->sprite set instance variable sprite.("on") to 2

    You can then do a comparison for the instance variable. If the value = 1 do this, 2 do something else.

  • If webgl is to be an option, as it may have to be with the power of two textures being an issue, I would say no to removing xor.

  • For that you could use x+1, x-1, y+1, y-1, or sin, and cos.

    Then there's the datastructures plug('s) to store things.

  • Yeah, it would make more sense if the 5 were a variable, like loopindex.

  • R0J0hound: is it possible to add a function to you Canvas plugin to retrieve the canvas' image as data (I think the best is to retrieve a base64 text string) ?

    I'm trying to add a property inside the canvas object, but it doesn't works...

    (In fact, I'm trying to implement a floodfill like there http://www.williammalone.com/articles/html5-canvas-javascript-paint-bucket-tool/, but perhaps I'm trying to climb a too high mountain...

    rgbaAt gets the color of the pixel at xy in the canvas.

    So you could to a nested loop like:

    for x=0 to canvas.width

    ->for y=0 to canvas.height

    -->system compare rgbaAt(loopindex("x"),loopindex("y"))= n do stuff

    Very slow though, and recursion will slow it a bit as well.

  • I think in order it would be the sine of 360 divided by 5 times "time" times 150 +280

    Dunno why you need 360/5 tho....

  • An easy method would be to set the the width of a tiled background object to your jump-strength.

  • scaffold

    cascade

    plank

    ....arrrgh

  • Svg uses the xml format, so parsing most of it, and then using the canvas paths should be relatively straight forward.

    The problem would be animating it, and as Ashley said making a reference in the editor. Then there are several other issues such as collision detection, etc.

    Would people use it?

    I believe so, but unlike bitmaps more detail would mean more processing time. I mean one nice looking image could have hundreds of paths.

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  • What about the walls?

    Have you tried anything to make sure they are in the right position?

  • Not sure exactly what you want to do, but in general the plugs dont create objects, they only act as conditions, or triggers to make that process easier.

  • Here are the two plugs that can do that at the moment:

    scirra.com/forum/plugin-load-image-from-url-at-runtime_topic45799.html

    scirra.com/forum/plugin-canvas_topic46006.html

    No idea if multiple instances are doable.

    Again no collision detection, and no webgl integration yet.

    With the frames method you would simply set the frame to random(n).

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newt

Member since 12 Nov, 2008

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