R0J0hound's Recent Forum Activity

  • The bouncing should be handled by the behavior itself. Just give the objects the chipmunk behavior and make the edges have the immovable property. Setup should be identical to the built in physics behavior.

    To make everything bounce like pool balls, set the elasticity to 1 on everything. The apply impulse action is only needed to initially launch a ball. No math is needed.

    You can calculate the KE of a collision with the physics behavior with a little math, but that's mainly just useful to adjust the volume of the hit sounds.

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  • I don't use mobile but the manual entry lists iPhone being registered as such as I recall when I read it initially. I suppose it's possible for the browser to lie about what it is.

  • The tilemap doesn't split up it's image into seperate images, so you'd need to consider the total size of the image not the tile size. That size limit has to do with what webgl and your graphic card supports.

  • There's a system condition that will tell you if the game is being run on a mobile device or not. Look in the manual for more details about it.

  • Well, assuming you have all the words in a dictionary you should be able see if any word is in the dictionary with a simple "has key" condition.

    You then can roughly find all six letter words with:

    var letters="abcdef"
    var count= len(letters)
    for l1=0 to count-1
      for l2=0 to count-1
      if l2 <> l1
        for l3=0 to count-1
        if l3 <> l1
        if l3 <> l2
          for l4=0 to count-1
          if l4 <> l1
          if l4 <> l2
          if l4 <> l3
            for l5=0 to count-1
            if l5 <> l1
            if l5 <> l2
            if l5 <> l3
            if l5 <> l4
              for l6=0 to count-1
              if l6 <> l1
              if l6 <> l2
              if l6 <> l3
              if l6 <> l4
              if l6 <> l5
                var word= mid(letters,l1,1)&mid(letters,l2,1)&mid(letters,l3,1)&mid(letters,l4,1)&mid(letters,l5,1)&mid(letters,l6,1)
                if dictionary has key: word
                  add word to wordlist[/code:2i99mh1e]
    Different length words can be done similarly.
    
    Now that's an easy to understand solution it just can be tedious.  There are ways to simplify it quite a lot, and here's an example using a recursive function to make that much more compact.  I probably won't be able to explain it well enough to be helpful.
    [url=https://dl.dropboxusercontent.com/u/5426011/examples35/dict.capx]https://dl.dropboxusercontent.com/u/542 ... /dict.capx[/url]
  • You have it correct, but looking at the algorithm I think a and b need to be both greater than zero.

    As it is with a=0 and b=9

    the "while" starts with 0 <> 9

    and since "a>b" isn't true with "0>9" then the else is run that subtracts 0 from 9

    And it repeats the while. Notice a and b are unchanged for the second iteration so you have an infinite loop.

  • Search for "gesture recognition" there's some examples and a plugin that may be useful.

  • boulerzzz

    It's different, when you type it in C2 it's a expression and when you put it in your json data it's text, which is the same as if you put your expression in quotes. So basically json is just data and not expressions.

    I guess I'm not understanding the purpose of the dictionary and how you want to use it, since this seems overly complicated.

    My guess is you want to lookup if "abcd" is in the dictionary so you'd need to convert that to " l1&l2&l3&l4" first before looking. Surely there's a simpler approach?

  • It probably could be improved by just having the box match the player's speed. next maybe refining when to start pushing.

    I seem to recall some examples posted before. Maybe they would help?

  • The keys are just text so maybe you could just set the key's to be like "abcd" to begin with?

    I mean you could convert the text "l1&l2&l3&l4" to "abcd" using the replace() expression, or even the reverse. Would that help?

  • Irbis

    This doesn't split up the texture to separate frames and you could use spritesheets where images aren't arranged in a grid if you want with this.

  • —

    If you google "spritesheet" you'll see the type of images this could be used for. Typically you'd need to split those images up to use. This plugin just lets you specify a rectangle of the image and use that instead of the whole image at once.