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Thread: ~Once all "Active" objects have "yellow" animation, make "end" visible

  1. #1
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    ~Once all "Active" objects have "yellow" animation, make "end" visible

    Yeah. the title sums up what i'm trying to do.
    In the mfa, there's a 2 player minigame (unfinished graphics, by the way).
    as you noticed, once a player goes through a block, it changes color. once all blocks are the color of the player, he wins and the other player is destroyed and a path opens.
    but i just copy-pasted the blocks (cloning would take a long time ), and when he gets all the blocks, nothing happens.
    can i fix this in a simple way? hope you understood what i meant.
    TLR: try making it so that when all black blocks become red/yellow, object "end" becomes visible.
    Attached files Attached files

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    Oh hey snail. thanks for posting this but honestly i have no idea where to put that, i have no idea if "static boolean" is a object, or anything.
    if you could be more specific, that'd be awesome.

  3. #3
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)

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    Here you go (updated a bit)
    Attached files Attached files

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    Quote Originally Posted by SErVER51 View Post
    Here you go (updated a bit)
    Thanks! worked just fine!

  5. #5
    Clicker Multimedia Fusion 2SWF Export Module

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    One method for such a check is checking the opposite clause
    >If any blocks aren't yellow, then don't trigger end yet

    an example would be:

    >Always: Set flag 0 of "some object" on

    >If animation of block doesn't equal yellow: Set flag 0 off

    >If flag 0 is on: Make end visible

    the flag 0 will be set on on line #1, then on line #2 it will be set off again when theres one or more blocks that dont have yellow animation, so if its on on line #3, all blocks are yellow

  6. #6
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)

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    You are welcome! I just noticed that I accidentally messed the Collision-Stop event for the Red player (I changed his movement and disabled collisions while testing), but I guess you figured that out

  7. #7
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    Yeah i fixed it now.

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