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Thread: Easy Pathfinding Widget (extensionless)

  1. #41
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module

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    wow schrodinger, thanks a lot!

  2. #42
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    Del_Duio's Avatar
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    Holy Christ, this is amazing!!!

    Now I kind of want to make something with it, damn you Schrodinger! Damn youuuuuuuuuuuuuuu...... (falls off a cliff)

  3. #43
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    Thanks guys, I'm glad you liked it!!

    And thanks for testing on your android devices, Mehrdad and Chrille,
    looks like my emulator is not very reliable then!
    Got to get some real device for testing...
    but indeed this is good to know, thank you very much

    Quote Originally Posted by MEHRDAD
    Can I merge it with last your upload (post 32 by you in this page ) for turning character too?
    Yes, though I changed one function name,
    so maybe shortest way would be copying the new widget objects in the old example
    (substitute the easy_path_engine object, the path_node object, the easy_path_array object and add the new "temp_array")

    and changing every calls to loop "guide_node"
    to the new name: "path_node"

    if you have hard times getting it to work let me know and I'll put up the example with the new version of the widget!

  4. #44
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    This was great when you first attempted it, now it's AMAZING!

  5. #45
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    I haven't looked at the code closely - but would it be easy to make the bug adapt to a moving target? eg bugs chasing a constantly moving player? would that majorly hurt performance?

  6. #46
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Thanks aenever

    @ Dave: just tried and seem to work pretty well:

    easy_path_widget_chase_test.mfa
    (events needed for this are just the ones at the bottom of the example,
    move the apple and they will chase you... bugs are known to love apples
    or drag and drop the bugs around to test)

    but for reasons I've currently failed to grasp, it breaks on 8 directions
    and breaks if you set this to happen "always"
    (now I've set to happen every 10 h.s.)

    odd! I will look into that more closely

    Speedwise it works pretty well due to latest optimizations implemented,
    target being always in the same spot for every chaser makes this slightly more than calculating just one path (instead of four) for every cycle

  7. #47
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    Quote Originally Posted by schrodinger View Post
    Thanks guys, I'm glad you liked it!!

    And thanks for testing on your android devices, Mehrdad and Chrille,
    looks like my emulator is not very reliable then!
    Got to get some real device for testing...
    but indeed this is good to know, thank you very much



    Yes, though I changed one function name,
    so maybe shortest way would be copying the new widget objects in the old example
    (substitute the easy_path_engine object, the path_node object, the easy_path_array object and add the new "temp_array")

    and changing every calls to loop "guide_node"
    to the new name: "path_node"

    if you have hard times getting it to work let me know and I'll put up the example with the new version of the widget!

    Sorry I couldn't get success yet. If you don't mind please make merge this files.
    I really appreciate your generous help

  8. #48
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    OK I directly remade it in the new example,
    attaching a character to the "bugs"
    I think it's a bit cleaner now:

    easy_path_widget_rotate_to_dest.mfa

    you find the code for rotation inside the "bugs movement" group
    you can change "rotation speed" in the same name value inside bug object
    you can remove the "foreach" loop "set_angle" if you plan to use only one character
    (I made the rotation code for every bug here)

    hope it's ok!

  9. #49
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    Nice job...Thanks so much Schrodinger.
    It's really useful.
    I'm going to test it now. Although it's works perfect now.

  10. #50
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    Another request :
    When character is moving or walking we can't choose another position and we have to wait for character get target and it takes times for long paths. Is it possible change target position when character is moving ?

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