R0J0hound's Recent Forum Activity

  • You need one of the connected objects to get info about a joint. Makes sense since event sheets rely on picking, not to mention that's how chipmunk organizes the joints. I can add expressions to get the anchor point of the current object and the connected object. That would save needing to pick the other object.

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  • That would be useful. Should the x and y returned be in layout coordinates or relative to the objects? I'm leaning towards "layout" but relative would be constant.

  • Here's a way to find all the tiles a box object is currently overlapping.

    If you want to check against a different collision shape and/or with a rotated shape then try the second one.

    It's also possible to use tiles with non-box collision polys but you just need to set the tile sprite accordingly.

  • Update 1.8:

    * Fixed: changing object shape then attaching a joint in the same frame was positioning incorrectly.

    -cheers

  • You could use something like the separating axis theorem with the collision polygons to find it if you need to.

  • I believe I found the issue. The shape isn't updated till the next frame. I just need to update it if needed when adding joints. It appears to be working, but I need to test a few more things. It should be ready tomorrow.

  • I guess it may be graphics card specific? I don't see quality reduction on my machine.

  • Updated to 1.7a:

    * Fixed: Edittime.js typo

    * Fixed: Error when adding joints on "post collide"

    Prominent

    I can't wrap my head around that resizing then adding a joint bug. For now waiting a tick before adding the joint to the resized object works. I'll have to re-visit it later.

  • Thanks for the bug reports. Looks like I need to beef up my testing before uploading updates. I'll get a fix going tomorrow and it should be very fixable.

  • The system ACEs are hard wired into the exe from what I can tell. The cr namespace is in the common_prelude.js file as I recall.

  • Updated to version 1.7.

    Download link in first post.

    * Fixed: Crash with jointOtherUID expression when joint was connected to world (-1).

    * Fixed: "On pre step" and "On post collide" would crash if physics objects or joints were added and removed in the condition.

    * Added: "area" expression now works with tilemaps

    * Change: Tilemaps now use the "Collision Shape" property. They now support None, box and polygon. Circle and segment will be treated like none.

    * Change: "Set collision shape" action works with tilemaps as per the above.

    * Fix/optimization: Chipmunk objects will not needlessly update shapes if disabled.

    Prominent

    Thanks for the bug reports as always.

    -cheers

  • Prominent

    I do need to make some docs with examples in one spot. It's on my todo.

    The chipmunk library won't let you destroy shapes or joints under post collide. You could do the actions after a wait action for now. I'll try to work up something so that's done automatically in the plugin.

    Ah, I missed something there with joints. Thanks for the report.

    TiAm

    I saw that. There are some nice additions for sure. I may try my hand at updating the js port to include them. That vector processing stuff likely isn't usuable though.