dop2000's Recent Forum Activity

  • You can't test item overlapping with another item, because "Item On drop" event picks just one instance of item object. You need to create a family, add Item object into it and do this:

  • Add two instance variables startX and startY. On start of the layout or when the object is created set startX to object.x, startY to object.y

    When you need to return the object to initial position, set its position to (self.startX, self.startY)

  • Yes, you can do this:

  • If papersA family is a 'clone' of Paper sprite, then you did it almost right! Simply define the pointValue variable on the family (remove it from the sprite). Then you'll be able to do Paper add (PapersA.PointValue) to PointValue

    Otherwise your approach is correct.

    .

    If you already have lots of other events where you reference PointValue variable, see this tutorial on how to move it easily to the family level:

    scirra.com/tutorials/535/how-to-upgrade-an-object-to-a-family

  • This is great, thanks for the feedback!

  • Imagine a sprite moving from x=0 to x=1000 with easeOutCubic function. It starts very fast, then slows down.

    I want to manually place the sprite at x=200 and then continue the tween as if it started from x=0.

    I know about the Seek action, but it requires progress (from 0 to 1).

    I can't set progress to 0.2 because the function is not linear. For easeOutCubic the progress at x=200 will be something like 0.072

    So how do I calculate the correct progress for any given position of the sprite? Or is there a way to tell LiteTween to resume at current position, not at current progress?

  • Imagine a sprite moving from x=0 to x=1000 with LiteTween easeOutCubic function. It starts very fast, then slows down.

    I want to manually place the sprite at x=200 and then continue the tween as if it started from x=0.

    I know about the Seek action, but it requires progress (from 0 to 1).

    I can't set progress to 0.2 because the function is not linear. For easeOutCubic the progress at x=200 will be something like 0.072

    So how do I calculate the correct progress for any given position of the sprite? Or is there a way to tell LiteTween to resume at current position, not at current progress?

  • Iolva

    I spent about 8 hours on this and finally did it! (at least on android)

    Add Browser -> Execute Javascript "window.plugins.socialsharing.share('Your message you want to share');" action to the project. Export it for Cordova with min SDK=5.0

    Then I followed this great tutorial. On page 3 before executing "cordova prepare" command you need to run

    cordova plugin add cordova-plugin-x-socialsharing

    This will add the social sharing plugin to the project.

    Use "cordova build android", upload apk to the phone and run.

    Alternatively you can use Construct 3 service to build the app, but you still need to add the plugin first.

  • Use a variable instead of "Trigger once":

    if b=0
     getbits(flags,2)=1
     or
     Platform is on the floor
     ----------------------> set b=1
    

    If you need, you can add other events that set this variable back to 0.

  • Try adding "Wait 0" before the unfocus action.

    Button is a DOM element, they work differently in different browsers. If you want consistency, make your own button with a sprite or 9-patch object.

  • Yeah, you can create the object at the point of collision and then use "Move 5px at angle". Or use these formulas:

    newX = startX+distance*cos(angle)

    newY = startY+distance*sin(angle)

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dop2000

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