R0J0hound's Recent Forum Activity

  • I guess I’m having trouble following what is being asked.

    The op asks how to cover one object with another and the latest solution looks to be tracing the image of the red object to create a tilemap for collisions.

    Visually all that would change by covering one object by the other would be color. I’d think a different colored animation frame, or a color effect, or even a blend mode would work fine.

    If you do actually want that area replicated with blue rectangles, and that area is already made up of rectangles. Then you could also create a blue sprite for each red one and set the size and position to be the same.

    Any of those would be cheap instead of looping over the pixels to create a tilemap.

    In short I guess I’d want more details of what you want to do. You have a simple example, how about a deluxe one too. It would prolly better show what you want.

  • The simplest would be a condition to see if the variable is less than 5.

    Global number var=0

    On click

    Var < 5

    — add 1 to var

    If you want something more deluxe like being able to increase the var by other means then you’ll have to use another var as well.

    Global number var=0

    Global number clickcount=0

    Global number keypresscount=0

    On click

    Clickcount < 5

    — add 1 to var

    — add 1 to clickcount

    On key press

    Keypresscount < 5

    — add 1 to var

    — add 1 to keypresscount

  • Temp =cosp(low, high, month*2/12)

    Should do it if month is 1-12

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  • Very cool tweak!

  • Arrays aren't always needed, but they can be useful if you want to keep track of a bunch of numbers. In this case I used it to keep track of the two end positions of a bunch of line segments. Most of the cool stuff is from math and logic.

    Anyways, I found a simpler way without much of the math stuff that works with colored bubbles. It uses the paster third party plugin. Basically it uses the "destination out" blend mode to slice off parts of the circles. You could do it without the paster plugin if you had a layer per bubble, but that would be harder to work with. Paster lets you draw to a image so you can use it for more complicated layer composition stuff.

    dropbox.com/s/60x8pkxyu8avx9y/bubble_physics_test2.capx

    Edit:

    It may be satisfactory as is, but some more work is needed to make clicking select the correct bubble. AKA we'd want to do out own collision detection.

    The more I fiddle with ideas, the more impressive the game in the op's video is. They clearly put a lot of work into it.

    Edit2:

    I tried adding an effect to make a the bubbles more soft, but eh, it doesn't look great.

    I'm more convinced a the bubble would look better with soft body physics instead of rigid. A simple way could be to make a bubble out of multiple smaller rigid bodies connected with springs and some forces to keep them from collapsing on themselves. Then we'd stretch the bubble over that so it looks distorted. The paster plugin's draw quad action could help with that. The bubble intersection logic would have to be reworked again though.

    It may be enough to just make the collision solver more spongy though. I guess that's the advantage of rolling our own physics, we can tweak stuff like that.

    Here are some older topics about soft body physics for possible reference.

    construct.net/en/forum/construct-2/how-do-i-18/bouncy-jelly-effect-43593

    construct.net/en/forum/construct-2/how-do-i-18/how-do-i-jelly-floor-from-the-85899

  • One idea is to make the collision polygon slightly smaller in the image editor.

    The crop button adds a transparent line of pixels around the image. So that would create a gap if the colored pixels went to the edge of the image before.

    The physics engine also adds a small gap between objects called “slop” that increases stability. We don’t have access to tweak that though.

  • Here's a test. Basically physics with a collision radius smaller than the circle and some code to calculate the edges in between for a visual. Physics was done from scratch but the behavior could be used. For that you'd need two objects, one for the physics and one bigger one for the visual.

    dropbox.com/s/kjdf2evfxxelx1b/bubble_physics_test.capx

    The edge detection has issues though. It's probably as far as I want to go for now. I guess the next idea to tackle is coming up with a way to color each bubble individually or make the edges between circles curved.

  • It never hurts to go a bit more realistic. Buoyancy force is proportional to the area of the object underwater.

    So a very rough calculation utilizing the sprite's bounding box could be:

    apply force 0, -k*(sprite.bboxright-sprite.bboxleft)*max(0, sprite.bboxbottom-waterY)

    where waterY is the y of the water level and "k" is some number to tune it. You could probably start by setting k to 1 and go from there. I had to fiddle with it quite a bit to get something i was happy with.

    The only drawback is no torque is applied so I utilized imagepoints to be the centers of the box divided into four, and doing the approximate force for each. It actually gave very pleasing results and long planks would level out. To avoid bouning out of the water I cranked up the damping when in contact with water.

    dropbox.com/s/opgdhktdnqh5uwu/approx_buoyancy.capx

    Here's an old topic with a few more ideas:

    construct.net/en/forum/construct-2/how-do-i-18/physics-float-in-water-133996

    One was to use sine which may work depending on what you're looking for.

    The second was to calculate the actual area under the water, and the Center of mass of that area. It's much more realistic. The box2d example bounces a bit much, but turning up the angular damping helps.

  • I don’t think there is any plugin that would help.

    My current idea is to use the physics behavior for the bubbles. Then just apply a force from every bubble to every other bubble to have them go together. They will just be rigid circles though, not soft.

    To make them soft the idea is to draw a larger circle around the bubbles and everywhere those larger bubbles overlap it would become flat. Easier said than done, I have a few ideas but they are involved and I’d have to actually try it out to see if it looks good.

    The circle outline could be done as a bunch of sprites as line segments. Filling these outlines could be done by triangulating the polygon shape and then placing two right triangle sprites to fill each triangle.

    As is construct 2 doesn’t have the drawing features we want. Namely drawing lines and polygons.

    There’s a few plugins that can help do that:

    Canvas- has drawline and polygon drawing

    Polygon- has polygon

    Paster- has draw quad

    Custom draw- has draw quad

    C3 has only the built in canvas plugin. I’m pretty sure you can draw at least filled polygons with it.

  • Here’s a few ideas.

    The first is to to make the L shape out of a single object so it’s easy to move and rotate. Then when it lands you create the smaller squares on top of the shape, and then destroy the shape. You could utilize image points to mark where to create the smaller sprites.

    Another idea is to have another hidden object to act as the rotation center and use the pin behavior to attach the squares. Delays of when the behavior runs may or may not be an issue.

    A third idea is a more manual method. First you create the squares in the shape you want, and probably use an instance variable to help with picking just them and then rotate them with this equation:

    Set position to (self.x-centerx)*cos(90)-(self.y-centery)*sin(90)+centerx, (self.x-centerx)*sin(90)+(self.y-centery)*cos(90)+centery

    Where centerx, centery is the position to rotate around and 90 is how much to rotate.

  • The -180 to 180 range is caused by the math function used to calculate the angle. Namely atan. Radians don’t effect that.

    Probably a good rule of thumb is any angle that is calculated will be in the -180 to 180 (or normalized angle) range, and any angle you set will just keep that value or make it in the 0-360 range. So even though you can set the angle of motion, it’s something the behavior can change so it’s calculated.

    Usually when comparing angles it’s best to just use the angle comparison system conditions. With them it sees things like 270 and -90 as the same.

  • Not easily I think, then again it’s probably not too easy no matter what you use.

    What I see are distorted spheres overlapping each other. I don’t know how you’d do that without 3D.

    You could try just drawing outlines with a bunch of sprites and make it flat between circles. That would likely require a lot of calculations.

    You can’t really draw filled polygons so coloring the bubbles isn’t really feasible.

    The motion could be done with physics pulling the bubbles toward each other. The soft body nature looks to be secondary.

    In short I don’t think construct has the tools to help do it as is. You’ll probably have to do it with a custom Plugin or something.