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Thread: Problem with Physic Spring Direction

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Unhappy Problem with Physic Spring Direction

    Hi everyone,

    I'm new with Fusion (and also new on this forum, this is my 1rst port). I've been searching for more than 3 hours, but I can't find how to do what I want to do, even if it is simple (in my opinion)

    I'm making a platformer. I want the main character, being an active object moving with Physics platformer mouvments, to jump on a spring (active object 2), or something that will make him bounce.

    While setting active 2 object with Physics Spring mouvement, the "spring" works.... but even if my active 1 is running through it by the side.

    So I MAINLY want the spring to be effective only when my active 1 is comming from the top, not from the sides. In those case, active 1 should just stop, as if active 2 was an obstacle.

    IN A PERFECT WORLD, the spring would work on both bottom and top sides. So if active 1 jump and hits active 2 from the bottom, active 1 would bounce down. And if active 1 jump on active 2 from the top, active 1 would bounce up.

    I may be just too dump, or too noob, but I can't get this to work. Could someone please help me to do this?? It would be VERY apreciated.

    Thank you!

  2. #2
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    Hi, have you try with the physical mouvement, bouncing ball ?

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    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Bouncing ball is not working for what I want to do ....

    Any other solutions??

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    maybe you could do something like creating an obstacle on the "spring object's" side's...

    something like this (see attachment)
    Attached files Attached files

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    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Well I tried this, and ot was almost perfect.
    The thing is, and I should have said it before, I want this spring to be a usable only once. Once it's used, it destroys itself ( Using Destroy after Collision in the event editor ). And I want lots of them.
    If I use this method, I would then need the obstacle to be destroyed at the same time as the Active 2 spring. But if, in the event editor, With Active 1 in Collision with Active 2, I set "Destroy" this active 2 object, it disapears. BUT, if I set "Destroy" on the "Obstacle", ALL Obstacle will disapear ( Since the even does not refer to a "specific" obstacle, I think )
    So here again, I'm stuck... :/

    Any others??

  6. #6
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    you have to use fast-loops.
    Here I've got a small example I did some time ago to explain how it works...

    Of course this is just a workaround.
    If you really like to make you movement perfect, you should maybe program your own "spring movement" and do not use the built-in one.
    But this could be a bit more complicated.

    There is a good platform-engine example in the steam workshop:
    http://steamcommunity.com/sharedfile.../?id=252295702

    it includes "spring" movements too...

    Hope I helped you a bit
    Attached files Attached files

  7. #7
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    I still had an other idea - check this one out (attached)

    It works without the additional obstacles.
    The code is a bit dirty, but maybe it helps you.
    Attached files Attached files

  8. #8
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    I like the Idead of this one! Still, the moving one can pass through the orange rectangle and is not stopped by it.... :/ I'll try to work around this... :P

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    Can't get it to work Maybe my idea was not clear .... Here is a simplified version of what I need Box bounce.jpg

    No jokes, I lost more than 8 hours working on this and I can't get it to work proprely .....

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    I have the dev edition, if it can help..

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