"Compare touch speed" and "compare touch orientation".
This is possible with expressions - Touch.SpeedAt(0) and Touch.AngleAt(0)
This should be enough for simple swipe gesture recognition, but you might also want to compare touch start and end time - to check that it was a short gesture.
dropbox.com/s/gk6xktdvn0p9cn0/SwipeControls.c3p
Ouikka If you have a folder project, you can zip it, rename .zip file to .c3p and try opening it. See this comment.
I made this demo for another post:
dropbox.com/s/exiesrn5khmxbfr/CodeEnter.c3p
It won't work on mobile though without the on-screen keyboard.
I will never in my life use the default theme
I also prefer dark themes, but all dark themes for C3 I've tried were terrible (IMO). So I'm using the default one..
Anyway, I am not suggesting you to switch the theme permanently, only for testing.
Have you tried saving as a single C3P file? Does it have the same problems?
When the project won't load, try pressing F12 and see if there are any errors in the console log.
Yeah, I would also suggest a different browser. Some other things you can try:
I think the easiest method is to add a giant invisible TiledBackground (or sprite) object with Drag&Drop behavior, and pin all platforms to that object.
On start of layout -> Platform pin to Attacher (Not the other way around!)
And don't use bar style or rope style for Pin.
oosyrag I think the camera should move independently from the player.
Naokou, You can give Bullet or MoveTo behavior to the camera sprite. (and ScrollTo of course)
Use inverted "Player is on screen" condition to check when the player is no longer visible. Or check if Player.y<ViewportTop("layername")
The way you are copying the picture is completely wrong. Currently you update 1 pixel per tick, this will take ages. And because you are waiting and loading snapshot after each pixel, it doesn't work at all.
You need to use two nested loops, to update all pixels in one tick. And only then load the snapshot. Here, I fixed your file:
dropbox.com/s/p9bgbmhvigy162d/Image%20Redrawn.c3p
You probably need to move or destroy the sprite after you paste it. Or add drag&drop behavior and move it with mouse - you will see that the image is pasted on the canvas.
I updated my demo - added a button to load a custom image.
dropbox.com/s/6pkhad14lt08oj0/Canvas_FloodFill.c3p
Paste definitely works with uploaded images. You just need to wait about 0.1s before doing anything with the sprite, or making a snapshot.
You need to create images on "Layer 0" (which has index 1).
By the way, changing an image like this will be extremely slow.
Check out my demo showing how to modify pixels on DrawingCanvas with scripting.
howtoconstructdemos.com/using-flood-fill-for-drawing-canvas-to-make-a-coloring-game
Develop games in your browser. Powerful, performant & highly capable.
Instead of "Wait for previous action to complete" in event 5, put a simple "Wait 0.1s"
"Wait for previous action" is for asynchronous actions only (ones that have a clock icon on the right). So you can remove it from event 2 also.