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Thread: Easy Pathfinding Widget (extensionless)

  1. #51
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    schrodinger's Avatar
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    yes, just remove from above example:

    + internal flag 0 of "bug" is OFF
    in eventline 21

    (and also in eventline 23 if also needed for the "everyone go to position" code)

    I can't remember why I setup the example this way
    (waiting for everyone to complete path before starting a new one)
    but there's no problem in searching and chasing new paths while already following a path

  2. #52
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    MEHRDAD's Avatar
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    Amazing..It works perfect
    Thanks a lot schrodinger .Great job

    There is an issue that last example doesn't work with Flash port . When I click everywhere it only turning to direction without move. HTML5 is fine . I still don't test Android .

    Edit: I test apk now. Android have same Flash problem too.

  3. #53
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    Schrodinger, though I have a lot of things on the table right now if I ever DO decide to try and make something around this widget are there any stipulations to use it? Example: Provide a first-born child at your doorstep or a goat sacrifice?

    The way it works has my brain thinking of some cool stuff that I wouldn't have been able to do before, and it might not happen, but I thought I'd ask.

  4. #54
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    @ Mehrdad: looks like Android runtime (possibly also Flash, I can't test unfortunately) treats angles as integers
    and doesn't like comparing floating point values to integer values,
    luckily there's a easy workaround:

    in latest example, rotate_to_dest,
    change:

    eventline 54
    (target_angle <> angle)
    to: compare two general values ---> angle("bug") <> int(target_angle("bug"))

    eventline 55
    (target_angle = angle)
    to: compare two general values ---> angle("bug") = int(target_angle("bug"))

    should work, let me know!


    @ Del_Duio: no need, thanks for asking
    I'm going to update the file shared later so I include a license notice
    to make you bulletproof about me not suing you in the future in case you will be using it

  5. #55
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    Well if I ever do make anything you'll be mentioned super high up in the credits for sure!

    I mention Sketchy / Muddymole high in JAC's end credits since his feedback was very instrumental in how the game looks (especially stuff like the banner scrolls and etc, even stuff I don't usually think about like font colors). If it weren't for his input my cleric would still be all white and that'd be terrible lol. I don't want to ever pass off somebody else's hard work as my own.

  6. #56
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    This is very kind of you, I appreciate it, thanks!

    I've just updated the file to include this simple license notice
    (and slightly modified the example to allow changing paths while characters already move)

    file always available here:
    http://lizardking.co/easy_path_widge...ath_widget.zip

  7. #57
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    Quote Originally Posted by schrodinger View Post
    @ Mehrdad: looks like Android runtime (possibly also Flash, I can't test unfortunately) treats angles as integers
    and doesn't like comparing floating point values to integer values,
    luckily there's a easy workaround:

    in latest example, rotate_to_dest,
    change:

    eventline 54
    (target_angle <> angle)
    to: compare two general values ---> angle("bug") <> int(target_angle("bug"))

    eventline 55
    (target_angle = angle)
    to: compare two general values ---> angle("bug") = int(target_angle("bug"))

    should work, let me know!
    Excellent . It works perfect now after edit codes .I tested both Flash and Android runtime and was Great
    Thanks in advance Schrodinger

  8. #58
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    DaveC's Avatar
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    Legendary work Schrodinger, I might end up using this in my current project. Off the top of your head ( don't feel like you need to make a new file ) do you think it would be fairly easy to prevent the enemies from piling up on top of each other? For my purposes it'd probably be fine just to have:

    bug collides with with bug
    pick one bug object
    disable movement for 60 frames,
    then resume movement again

    I imagine it's probably just a matter of switching off a flag for the bug, won't be able to test that for a few days - but I look forward to playing around with it!

  9. #59
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    @ Mehrdad: cool, thanks again for testing on both exporters!
    Now that I think of it, this may be the same reason why the "draw line" function doesn't work on android (at least, on my emulator).
    Will try to change that next days.


    @ Dave: thanks

    Yes I think your idea should work pretty well,
    exactly, in that example would be setting a flag OFF
    since I used a flag for activating/deactivating movement of bugs.

    Tricky thing could probably be identifying which is the bug "behind" the other and stopping only that,
    but surely there will be some kind of solution.


    Using that "everyone always chase target" example on Android runtime would require some slight modifications though,
    due to the "loop limiting" thing, pathfinding can't be called every single frame for all objects,
    a new path for an item should be splitted in order to be called only when the previous one has finished
    (can be easily done and would probably result in a very similar way as it looks on Windows, but just to say..)


    On the same topic, I'll have to understand why that example doesn't work in 8 directions,
    probably going to be next week though, as debugging that will be a bit time consuming i fear.
    But I'm interested in doing so,
    willing to shape this as solid as possible, I'm probably going to use this too in the future!

  10. #60
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    Schrodinger is it possible move character for click on obstacles too? When we click on obstacles or in closed area we haven't any move.

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