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Thread: More troubles with object selection

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export Module

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    More troubles with object selection

    I want to make it so that if multiple instances of the same object are overlapping, and one of them has internal flag 0 turned on, they'll all turn on internal flag 0. But I have absolutely no idea how to do that. Any ideas?

  2. #2
    Clicker Fusion 2.5 DeveloperiOS Export Module

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    Okay, here's some more context for my problem.

    I'm creating an object for my game called an Arrow Door. It has the Obstacles qualifier, which means that it is solid to the hero. If the hero pushes it clockwise, it rotates 90 degrees (the hot spot is about the left of the sprite). If the hero pushes it counterclockwise, nothing happens. The idea is to create platform puzzles. Its initial position is determined with a second object called a Director (which is used throughout my game for various purposes).

    What I want to do is make it so that if more than one Arrow Door is in the exact same location, but each rotated at different angles, they will both rotate if just one of them is pushed. For instance, if there are two Arrow Doors in the same spot, but one is rotated 90 degrees and one is rotated 180 degrees, pushing either one will rotate them to 180 and 270 degrees, respectively. It's already possible to initialize two coincident Arrow Doors to different angles, but I have no idea how I would code overlapping instances to rotate together.

    Here is the code for the Arrow Door...events are in caps.

    PICK ONE OF "ARROW DOOR"
    "ARROW DOOR" IS OVERLAPPING "DIRECTOR"
    Y POSITION OF "DIRECTOR" < Y("ARROW DOOR")
    -> "Director": Destroy
    -> "Arrow Door": Set angle to 90 (Quality = 1)

    PICK ONE OF "ARROW DOOR"
    "ARROW DOOR" IS OVERLAPPING "DIRECTOR"
    Y POSITION OF "DIRECTOR" = Y("ARROW DOOR")
    -> "Director": Destroy
    -> "Arrow Door": Set angle to 180 (Quality = 1)

    PICK ONE OF "ARROW DOOR"
    "ARROW DOOR" IS OVERLAPPING "DIRECTOR"
    Y POSITION OF "DIRECTOR" > Y("ARROW DOOR")
    -> "Director": Destroy
    -> "Arrow Door": Set angle to 270 (Quality = 1)

    COLLISION BETWEEN "HERO" AND "ARROW DOOR"
    ANGLE("ARROW DOOR") = 0
    X POSITION OF "HERO" > X("ARROW DOOR")
    Y POSITION OF "HERO" < Y("ARROW DOOR")
    -> Play sample Bounce
    -> "Arrow Door": Set internal flag 0 on

    COLLISION BETWEEN "HERO" AND "ARROW DOOR"
    ANGLE("ARROW DOOR") = 270
    X POSITION OF "HERO" > X("ARROW DOOR")
    Y POSITION OF "HERO" > Y("ARROW DOOR")
    -> Play sample Bounce
    -> "Arrow Door": Set internal flag 0 on

    COLLISION BETWEEN "HERO" AND "ARROW DOOR"
    ANGLE("ARROW DOOR") = 180
    X POSITION OF "HERO" < X("ARROW DOOR")
    Y POSITION OF "HERO" > Y("ARROW DOOR")
    -> Play sample Bounce
    -> "Arrow Door": Set internal flag 0 on

    COLLISION BETWEEN "HERO" AND "ARROW DOOR"
    ANGLE("ARROW DOOR") = 90
    X POSITION OF "HERO" < X("ARROW DOOR")
    Y POSITION OF "HERO" < Y("ARROW DOOR")
    -> Play sample Bounce
    -> "Arrow Door": Set internal flag 0 on

    "ARROW DOOR": INTERNAL FLAG 0 IS ON
    -> "Arrow Door": Set angle to Angle("Arrow Door")-3 (Quality = 1)
    -> "Arrow Door": Add one to Alterable Value A

    ALTERABLE VALUE A OF "ARROW DOOR" = 30
    -> "Arrow Door": Set Alterable Value A to 0
    -> "Arrow Door": Set internal flag 0 off

  3. #3
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    gkinfinity's Avatar
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    I would like to see the solution to this as well. I have an idea but don't have the time to try it right now. I've tried to do something like this before and had no luck however. I also don't think that cloning the object is a very good idea. It'll make it more complex than it needs to be.

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