R0J0hound's Recent Forum Activity

  • Instead of creating multiple canvas objects could you not just have 1 and just draw all the circles you need on that one object?

  • The original mode7 topic I thought had info on it.

    Anyways the gist of positioning stuff is:

    // get position relative to camera

    xx = (x-cam.x)* cos(-cam.angle) - (y-cam.y)* sin(-cam.angle)

    yy = 200

    zz = (x-cam.x)* sin(-cam.angle) + (y-cam.y)* cos(-cam.angle)

    screenx = xx/zz + xcenterScreen

    screeny = yy/zz + ycenterScreen

    if zz<1

    then hide object

    else show object

    However, the scale is probably off. Shaders deal with 0-1 scale in spots.

    It subtracts the cameras position from the points position, rotates it in the opposite direction of the cameras angle and then projects it to The screen.

    The shader merely does the opposite. The exact scales can be found by reversing the math found in the shader itself.

    Or you can find the scale by trial and error. Basically before getting the screen coordinates multiply some numbers against xx, yy and zz. Realistically yy should Just be the Ground height. Zz adjusts the intensity of the perspective and xx is the general scale.

    You could even open up the behavior that rex made to get the math he used which is based on reversing the math in the shader.

    I abandoned The shader long ago and don’t want to open it. It’s fiddly and needs to be rewritten. Fiddly in that the scale of things is pretty specific as I recall.

  • In rough pseudocode you can place them like this:

    start of layout

    for i from 0 to 10

    for j from 0 to 10

    -- create hex at (i*xspace+startX, (j+(i%2)/2)*yspace+startY)

    ex:

    dropbox.com/s/zv2ks44yr3lf14j/hex_grid_gen.capx

    also a great resource on hex grids:

    redblobgames.com/grids/hexagons

  • You're welcome. I was able to kind of browse it with the browser debugger when previewing a game. You can browse all the js files used, although the whitespace was stripped so i had to use a js beautifier to be able to better see what it did. I had poked around c2's collision detection before and it's largely the same, so I kind of knew what I was looking for.

  • I noticed that a bunch of topics I replied to are no longer there. Mostly topics by user o0o. I guess the forum allows users to delete topics they create?

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  • I had to have a look at the collision code since i didn't think the collision polygon was triangulated, and it's not.

    the polygon collision code is made up of two parts: a check to see if a point is inside of a polygon and if two line segments overlap. Algo is basically this:

    O(1) if A and B in same spacial hash then continue

    O(1) if A and B bounding box overlap then continue

    O(n) loop over points in A, if any are inside poly B then stop, objects are overlapping

    O(m) loop over points in B, if any are inside poly A then stop, objects overlapping

    O(n*m) loop over edges in A and edges of B, if any two edges intersect then stop, objects overlap

    In general it tries to figure out as soon as possible if the objects overlap or not so it doesn't have to check everything. In front of each line I put the big O notion showing the complexity of each step. It starts with stuff that can be done with one check, then it's proportionate to the number of points, and finally it's proportionate to the number of points multiplied together.

    The main complexity that was probably the reasoning of the warning is the edge overlapping check. The max number of checks it can do is the A.pointCount*B.pointCount. So with the standard 8 point polys it's doing a maximum of 64 checks. Two 20 point ones could do a max of 400 checks.

    Edit:

    More points would make calculating an object's bounding box take a longer for objects with more points, but it's a linear increase.

    And what it's worth the physics object does triangulate the collision poly for it's uses. Actually with box2d it merely converts it into concave polygons.

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  • Glad it worked and was helpful.

    -cheers

  • Don’t use the behaviors. You can make the motion with events simple enough.

    Give the object you want to move two instance variables:

    Speed and ang. That’ll be your speed and angleOfMotion.

    Then the motion can be done with one event.

    Every tick

    — sprite: move self.speed*dt pixels at angle self.ang

    Then for the bounce it should be as simple as adding 180 to ang and moving out of the wall. Here’s what it should look like. The while and second overlap condition are in a sub event if that’s not clear.

    It moves out a pixel at a time but you can do a smaller step if needed.

    Sprite: overlaps wall

    — sprite: add 180 to ang

    ——while

    ——sprite: overlaps wall

    ——— sprite: move 1 pixel at angle self.ang.

    -cheers

  • Updated the example to write an image url to the clipboard.

    Internally it creates an image and a canvas, loads the imageUrl into the image, draws it to the canvas, gets a blob from the canvas, and sets the clipboard from that.

  • dropbox.com/s/bfxii1ius92fee0/card_fan.capx

    Basically put all the cards in the same spot. Rotate each a bit, and then move them at an angle.