R0J0hound's Recent Forum Activity

  • It should just work. If not then try without the minifier. otherwise I have no idea.

  • The count expression gives the number of that object type. It's documented in the common aces section of the manual.

    A loop checking how many are filled or a variable that you update as you fill the array are both good options. The loop is simple and the variable way while faster will be easier to mess up.

  • Link updated

  • I was under the impression that the c3 sdk doesn't work with plugin's that draw something to the screen yet.

  • I guess you're setting a third text object to the result? Convert the texboxes to numbers, add them together, and set the result of be a str again.

    set textbox3 text to str(int(textbox1.text)+int(textbox2.text))

  • You can use a dot product to get that:

    cos(angle)*sprite.physics.velocityX + sin(angle)*sprite.physics.velocityY

  • The latest stable? Or maybe the beta? It's still usually stable. Is that what you meant?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This is probably out of the scope of this forum.

    The pastebin API looks to be in php, so you'll probably want to learn php and how to use it. A cursory look showed that tutorialspoint may be a good source. I imagine everything else may make more sense after learning this.

    My guess is you'd write a php script and put it in the files folder of your project.

    Next you'll probably need to read up on Ajax and how to use it. If the scirra manual isn't helpful enough, find a normal Ajax guide online. It also may be useful to google search how to call a php file with Ajax.

    That is where it looks like a mess to me. It's not a straightforward chunk of information to digest, but if you dig long enough you may work out a solution that you can translate over.

  • To check the hsl values for a layer would require taking an average of all the pixels and getting it from that. At least that's how I understand it.

    The only reliable way to get all the pixels that I know of is to use the snapshot action to get an image of the screen. Then you could load that image to a Sprite, resize it to 1x1, and paste that to a canvas object (third party plugin that can read pixels from an image). Basically make the canvas object 1x1 in the editor, and position the Sprite object in the same position.

    Finally use the canvas.redAt(0,0) and similar functions to get the rgb average, more or less, of the layer. You can convert the rgb to hsl with algorithms that can be found online.

    Anyways, that probably would work, just not very fast.

    Really though this isn't something easily done in c2 if at all.

  • Maybe use the browser object to load the pdf in the same way as a webpage with the go to URL action? I don't recall what it's called, but you should find it in the list. It will either cause the off to download or maybe in the case of chrome it may let you view it there.

    Another way would be to use a pdf js library. It's hard because of all the hoops you have to jump through to get it to display in a c2 game. Probably nigh impossible if that didn't make sense.

    The final option, although you should check here first, is to see if a pdf plugin exists already that you can use. There in a topic in the addons section that lists all third party plugin's. I'm too lazy to check myself.

  • I guess you could do some smoothing of the position with previous one's. just save the previous physics position to a variable. Sampling older positions for more smoothing may not be too useful.

    every tick

    --- sprite: set x to int((phybody.x+self.oldx)/2)

    --- sprite: set oldx to phybody.x

    I guess you could also only move if the physics object moves 2 pixels or more. I think that may just make it look like things are getting stuck.

    pick by comparison: sprite: abs(int(pysbody.x)-sprite.oldx) >=2

    --- sprite: set x to int(physbody.x)

    every tick

    --- sprite: set oldx to phybody.x

    You may also try round() instead of rounding down with int() or floor(). Not sure that would matter in the slightest though.

  • I'm no longer updating plugin's but there may be a leak. Garbage collection doesn't happen immediately when something is destroyed so there's that. The runtime also does something called object recycling that doesn't actually delete the destroyed object so new objects can use it. That is so less garbage is created.

    I do know the main memory and cpu hog is every frame the canvas is drawn to I had it create a new webgl texture of it and discarded the previous. Honestly I've never been interested enough to improve that. The plugin was made before c2 had the webgl backend so maybe that explains that.