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Thread: Brain meltdown, Tile wrapping, need help

  1. #1
    Clicker

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    Question Brain meltdown, Tile wrapping, need help

    I have been trying to solve a problem in one of my apps the last couple of days, but it feels like I have just nested myself into a point where I cant think straight anymore on how to solve it. I suspect there is an easy solution..
    I have tried to strip down the problem as much as possible and attached an mfa of it.
    Basically there is a row of 7*4 squares in the frame and a "player active". You can click the mouse button and the squares will "jump" down 64 pixels (their height). It is made so when a square "drops out" at the bottom it wraps around and lands on top again. You can also move the player active up or down with the W and S key, and the "camera" is following the player. I have also made events that makes the square wrap around and jump to the top when they go to far down into the frame. So if you are just walking up the squares will always "fill in" the top.

    Now the problem is that everything is working fine with this, except if you both move the player a bit and then click to wrap the squares. Then they start to not match up and everything becomes a mess :/ Do anyone know how to solve this? So you can walk and scroll and still wrap the square by clicking?
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  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleMac Export ModuleUnicode Add-on
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    Trying to look at your file and I get this message:
    Warning The file specified does not exist
    C:\Users\Daniel\AppData\Roaming\MMFApplications\Pu shHeroData.ini

    I tried ignoring it, but can't run the app without it.
    Can you include it somehow or remove it and upload a new version?

  3. #3
    Clicker

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    Oh crap, sorry about that :/
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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleMac Export ModuleUnicode Add-on
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    OK, that version runs.
    Had a bit of a look - not sure why you're using your SystemFlagDatabase object's BottomY value, but I've managed to get it to scroll better using the frame top and bottom and adding or subtracting 4*64 since you have 4 rows of TileRoad actives. Hope it helps!
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    Quote Originally Posted by AyreGuitar View Post
    OK, that version runs.
    Had a bit of a look - not sure why you're using your SystemFlagDatabase object's BottomY value, but I've managed to get it to scroll better using the frame top and bottom and adding or subtracting 4*64 since you have 4 rows of TileRoad actives. Hope it helps!
    Thanks so much Seems I can finally carry on with this project

    Snail: I think I get what you mean, but it was solved in Purple Wax:s example?

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