R0J0hound's Recent Forum Activity

  • 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?

  • 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.

  • This works on chrome 84 to load an image from the clipboard. Not sure if other browsers do it differently. It was a bit different than the mozilla documentation about the clipboard api.

    Writing to the clipboard is possible too but I had nothing to write.

    dropbox.com/s/yeoltfvz63hpasb/js_read_image_from_clipboard.capx

    For c3 I think you may need to change c2_callFunction to c3_callFunction, unless something else changed with new functions.

  • mid(line, 8, 100) is extracting the name. It starts at character 8 since “#recipe” has a length of 7 and I added 1 more to skip the space after it too. 100 is just arbitrary. I just needed something well over the length of the line. It basically just gets the rest of the line.

    int() also converts text to a number. It just gets any digits and then stops when it hits anything else.

    I used it as a shortcut to just grab the number at the beginning of the line.

    I turn it back into text and get it’s length so I can know what character to start at for mid.

    I guess I wasn’t consistent to use trim. I could very well have added 1 to account for the space

    mid(line, len(str(count))+1, 100)

    The trim is nice to use though. Gets rid of any unintentional trailing spaces.

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  • Oh sure. It takes the file and uses the tokenat expression to look at it a line at a time.

    One event sees if the line starts with #recipe, if it does it uses the rest of that line as the name of a new recipe.

    The other event handles either blank lines or lines that have a number followed by an ingredient name.

    Left() gets the left side of some text

    Mid() gets the middle

    Trim() removes any leading and trailing spaces in the text.

    Finally it keeps track of the uid of the last recipe created. That is just so we can pick it again when adding ingredients to it.