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Thread: Easy Pathfinding Widget (extensionless)

  1. #11
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    schrodinger's Avatar
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    Big thanks for testing,
    very happy to know it works good on Flash exporter!

    Sony Z1 uses Android OS?
    If it's working good on Android for you, this is an interesting info to know


    I'll keep fixing/adding features and post updated versions here

  2. #12
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    MEHRDAD's Avatar
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    Your welcome
    Yes Sony use Android OS. I have 4.4 version and it works perfect.

    Please add some feature like turn character before move or walking (I mean custom turn not rotation)

  3. #13
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    Hi guys,
    updated version here:
    Attachment 18145

    Fixes here and there,
    and two new juicy functions
    both making for really easy pathfinding code!
    (<= 4 events)

    "make_trail"
    will create a trail of active "nodes" objects,
    making for a really slim pathfinding code and drastically reducing calls to loops
    downside: creates more objects

    "guide_node"
    will create single "guide node" object,
    this clever object will keep automatically repositioning in order to make the parent object follow him
    this only takes one additional object per-object, thus making it probably the most useful function

    Try the mfa and check both modes (top button)
    and click "show nodes" to see how they behave behind the scenes

    Btw, now the engine needs an additional object,
    you find all three needed objects on top left corner of frame.

    More info inside the .mfa


    HTML5
    fixed HTML5 version always here

    Main bug in HTML5 version was due to the runtime assigning "null" values to empty array entries,
    while the standard Fusion runtime reads those values as "0"
    This is why it broke on multiple objects
    (pathfinding code was looking for "0" values in order to find the first empty array slot to store paths)

    Now it only breaks on longer paths
    not so long, to be honest, will try to check out why!

    Still didn't have time to test Android version
    will hopefully try tomorrow


    @ Mehrdad:
    Please add some feature like turn character before move or walking (I mean custom turn not rotation)
    Sorry I didn't get, what do you mean exactly?
    Like turning around to new direction before starting walking?

  4. #14
    Clicker Fusion 2.5Fusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleInstall Creator Pro
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    is it possible to disable diagonal movement? That would be useful to have!

  5. #15
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module

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    @schrodinger: great work, schrodinger! I generated the apk for you - Easy_Path_Widget_2v.apk (ES 3.0, Build API 22) and tested a little bit. Unfortunately, on android (same configuration of the last time) I still get the previous bugs, except for the 'trembling spider' one. I don't know if it is older devices, considering that it worked before on Sony Z1...

    @blurymind: I think that by clicking on the direction button you can set '4 directions', getting rid of diagonal movement.

  6. #16
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    @ blurymind: yes, as faber said, in the exampe you can switch between 4/8 directions
    (this basically means changing easy_path_engine "directions" value to 4/8)

    @ faber:
    Thank you very much for testing!
    I'll try it on the android emulator too, as soon as I get to my home computer,
    my next task will be trying to figure out what makes Android break


    Meanwhile, HTML5 version now works good
    (beside some spiders going crazy when messing a lot --> moving many at the same time,
    and the runtime "hanging" a little on longer paths... switching to 4 directions can help, because halves calculations)

    I've now found that apparently HTML5 doesn't support >26 alterable values in active objects,
    this was causing latest issues on longer paths that I stored directly in the guide node.

    Luckily, this gave me chance switching to a possibly better solution for guide nodes
    (I think the best pathfinding option available in this engine)
    now implemented also below:

    easy_path.mfa

    Btw, having a place where to retrieve all these informations on runtime differences
    (as asked before on this forum by other forum members) would greatly ease the task of porting

  7. #17
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    How can i make custom turning for character before move? Is it possible?

  8. #18
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    I'd say yes, as the pathfinding widget only gives you "next position in a path"
    and so for the rest you could do whatever you want,

    but I'm not completely sure I got what you need,
    you mean like gradually turning towards the new direction before starting to follow the path?


    On the widget, I have "paused" testing on android for the moment,
    as it would need an in-depth step-by-step checking to get why it brokes on longer paths,
    but now I'm prioritizing other projects.
    Anyway, I'm interested in trying to make this thing fully android-compatible
    (as well as adding other features / fixes / controls and testing other exporters)
    so it's likely that I'll post back some updates on this in the future.

    Note: I've removed older attachments, so that the last one remains the most updated version

  9. #19
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    Yes I need turning towards the new direction before starting to follow the path. How can I handle turn character since you used bouncing ball for movement?

  10. #20
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    In the example I used bouncing ball as it was the easiest-quickest way to show,
    but you're obviously free to use whichever movement (or custom code) you prefer
    just make sure you follow "path steps" coordinates, or still better "path nodes" as they are created.

    Here's a very rough way to change direction with builtin bouncing ball movement:

    easy_path_change_dir.mfa
    (see the additional two lines "change direction code" in red,
    also, added "flag 1" checks in the following 3 lines)

    Doesn't take into account "turning towards shortest direction"
    you could do that with some math or with the "advanced direction object" i.e.

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